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ZOS: Yes. Vampires. Again.

  • phreatophile
    phreatophile
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    I'm on mobile which makes linking a PIA.

    They are pinned at top of page if you click "recent"
  • UltimaJoe777
    UltimaJoe777
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    MornaBaine wrote: »
    MornaBaine wrote: »
    I had to read them 3 times. Each time I said "***?" a little louder.
    It's like they read none of the feedback from all the times they've gimped Vampires...

    Ya, this is crap. Anybody remember where we left the torches and pitchforks.

    WTF??? You you PLEASE link the notes here? I can't seem to find them! AUUUUGHGHHH!!!

    http://forums.elderscrollsonline.com/en/discussion/261799/pts-patch-notes-v2-4-0

    THANK YOU!

    *Twists finger in ear* Your welcome lol
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
    Proud Founder of the Yaysay cult! DOWN WITH THE NAYSAY CULT!! #ToxicRemedy
  • Vyle_Byte
    Vyle_Byte
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    MornaBaine wrote: »

    WTF??? You you PLEASE link the notes here? I can't seem to find them! AUUUUGHGHHH!!!

    Vampire
    Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.
    Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.
    Mist Form:
    This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.
    Increased the cost of this ability and its morphs by approximately 5%.
    Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
    Poison Mist (Mist Form morph):
    Renamed this morph to Baleful Mist.
    In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.
    This morph now deals Magic Damage instead of Poison Damage.
    Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher.
    Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.
    Vampirism:
    Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.
    Vampire Stage benefits and penalties are now as follows:
    Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
    Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
    Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
    Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction

    So much for the hope we had that they would finally do something awesome with vamps. Not sure why I had my hopes up... for a split second I thought maybe just maybe they had actually listened to us. Hah!
    Member of the Old Guard
    Mother of the Byte Family
    Vyle Byte||Ivana Byte||Vyible Byte||Hakate Vampler Former EMPRESS BWB||Haan Zolo {Retired} (He swung first)||Lunari ||Wardyn Chalyk Tahno||Dirti Dianah||Bonnie||
    Viva la Byte
  • ShadowHvo
    ShadowHvo
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    Combat & Gameplay

    World
    • Vampire
      • Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.
      • Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.
      • Mist Form:
        • This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.
        • Increased the cost of this ability and its morphs by approximately 5%.
        • Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
      • Poison Mist (Mist Form morph):
        • Renamed this morph to Baleful Mist.
        • In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.
        • This morph now deals Magic Damage instead of Poison Damage.
      • Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher.
      • Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.
      • Vampirism:
        • Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.
        • Vampire Stage benefits and penalties are now as follows:
          • Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
          • Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
          • Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
          • Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction

    ZoS.. I bloody love you. These are some awesome changes to Vampirism. Not only does it fit TES as of whole much more. It also clearly shows the difference between the added defensive capabilities of a well-fed vampire, and the added offensive capabilities of a blood-starved vampire with increasing weaknesses.

    Thank you, thank you so much. Not only are the gameplay elements way better and suitable, you've also saved every single roleplayer from a massive headache of having to feed every 30 minutes. Thank you!
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • ParaNostram
    ParaNostram
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    I think they really punted the pooch on this one. The stages system being revamped? I can get behind it. However, the abilities we have are still useless! Our skill line is still incomplete!

    Every skill line has one or two abilities that are meh at best, how blessed are we that both of ours are even worse than that?
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • PhatGrimReaper
    PhatGrimReaper
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    LOL, every single member of competitive PVP groups will run vamp... Mist is the replacement of rapids
    Fat Grim Reaper - (m)Dragon Knight AR28
    F G R Junior - Templar AR26
    This One Had Name Changed - Nightblade AR19
    Fat Grim Streaker - Sorcerer AR15
    M12-GM - Guardians of the Twelve-GM - Crown Store Heroes - ETU
    RÀGE - R.I.P
  • MornaBaine
    MornaBaine
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    Alright, here it is from the patch notes so no one else has to go looking for it:

    Vampire

    Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.
    Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.
    Mist Form:
    This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.
    Increased the cost of this ability and its morphs by approximately 5%.
    Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
    Poison Mist (Mist Form morph):
    Renamed this morph to Baleful Mist.
    In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.
    This morph now deals Magic Damage instead of Poison Damage.
    Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher.
    Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.
    Vampirism:
    Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.
    Vampire Stage benefits and penalties are now as follows:
    Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
    Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
    Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
    Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • MornaBaine
    MornaBaine
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    Looking it over, I am pleased overall EXCEPT for them stealing our damn Dark Stalker!!! AUGH!!!! Looks like I'll be going back to Night's Silence set gear. GRRRR.... :( But I AM SUPER EXCITED by what they are doing to the Stage Timers and the way they affect things. IT'S ABOUT TIME ZOS!!!! THANK YOU!!!!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • ParaNostram
    ParaNostram
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    MornaBaine wrote: »
    Looking it over, I am pleased overall EXCEPT for them stealing our damn Dark Stalker!!! AUGH!!!! Looks like I'll be going back to Night's Silence set gear. GRRRR.... :( But I AM SUPER EXCITED by what they are doing to the Stage Timers and the way they affect things. IT'S ABOUT TIME ZOS!!!! THANK YOU!!!!

    Our abilities are still useless and skill line unfinished. Sure they fixed the passives, made them better with lore and game feel but none of this matters if the abilities are worthless. It's effectively just good for RP and nothing else in my eyes right now.

    Feels to me like they're treating a gun wound, they just plopped on a bandage and said "good to go! No more bleeding!" Well, true, and that is nice, but could you remove the bullet too?

    I'm not going to feel like a vampire in combat, because to slot a vampire ability is to reduce you bar to 4 actives and an ultimate. It's just aesthetics and a few good passives.

    They should buff the vampire abilities, make them resource hogs like no others to offer incentive to reach stage 4 to use effectively. We'll have to see if drain does enough damage to be worth using, and I'm not convinced by the % of missing health being useful as a heal.

    I guess mist got buffed.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • ListerJMC
    ListerJMC
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    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.
    PC NA & EU || Mammoth Guilds - Victory or Valhalla || Altmer sorcerer main
    "Wood Elves aren't made of wood. Sea Elves aren't made of water. M'aiq still wonders about High Elves."
  • ParaNostram
    ParaNostram
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    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Their reason is to make us regret playing vampire as much as they regret creating them apparently. They can't even be bothered to finish the skill line.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • Abeille
    Abeille
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    I hate that some passives won't work depending on your stage :/
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • ShadowHvo
    ShadowHvo
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    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Their reason is to make us regret playing vampire as much as they regret creating them apparently. They can't even be bothered to finish the skill line.

    The skill-line is finished though, unless if ZoS claims otherwise. The only reason Werewolves got more skills is because those skills are dependant on an ultimate form. So those are in a sense not even 'active' abilities in the purest sense of it, but rather an extension of the ultimate's ability.
    Abeille wrote: »
    I hate that some passives won't work depending on your stage :/

    Well, it fits way more with Elder Scrolls lore, as well as how vampirism was in previous installments of TES. Let me quote myself from a few minutes ago:
    ShadowHvo wrote: »
    Let me put it more clear really, as vampirism is now more in line with TES lore, it so too is focused on being either "Well-Fed" or "Starved", both of which are respectively focused on being defensive and offensive stages of a vampires life.

    While the vampire is at stage 1 "well-fed" they now have no weaknesses what so ever, none, nothing of the sort. In return, their don't have nearly as much benefits either. Which makes this a very neutral stage to be in, almost nearly the same as being mortal. Where in turn, the added benefits comes up the further you go, but with said benefits, comes the weaknesses, just like Elder Scrolls vampirism always has been.

    Stage 1:
    - No Fire weakness
    - Full health recovery
    - Batswarm
    - Drain Essence
    - Mistform

    Stage 2:
    - 15% weakness to fire
    - 25% reduced health recovery
    - 7% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 15% weakness to fire and lost 25% health recovery for 7% reduced vampire ability cost and 10% Stamina and Magicka Recovery.)

    Stage 3:
    - 20% weakness to fire
    - 50% reduced health recovery
    - 14% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 20% weakness to fire and lost 50% health recovery for 14% reduced vampire ability cost, 33% reduced damage taken when health is below 50% and 10% extra stamina and magicka recovery!)

    Stage 4:
    - 25% weakness to fire
    - 75% reduced health recovery
    - 21% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Increased sneak speed and increased sneaking timer at night.
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 25% weakness to fire and lost 75% health recovery for 21% reduced vampire ability cost, 33% reduced damage taken when health is below 50%, 10% extra stamina and magicka recovery AND increased sneak speed plus sneak timer at night!)

    IF all of these are not some of the greatest gameplay, and lore approbiate vampire changes we've ever had in Elder Scrolls Online, then I don't know what is. It literally fits the mold, and it gives purpose to both lower stages of vampirism, as well as higher stages. Both have their strengths and weaknesses, as it should be!

    Yes, I am super- SUPER hyped for these changes. I feared the worst when I heard they wanted to reballance vampirism, but I am so pleasently surprised that its beyond mere words.

    Especially when you combine it into the whole changes to the Fighters Guild line, with them now only dealing 20% additional damage, no matter the ability in the Fighters Guild arsenal, then this is only a massive buff to vampirism, that has little to no downsides!
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • MornaBaine
    MornaBaine
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    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Yeah I'm pretty furious about that one. It's like they CAN'T do anything nice for vampires without ALSO punishing them. SIGH.
    Why ZOS...just...WHY????
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • ParaNostram
    ParaNostram
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    ShadowHvo wrote: »
    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Their reason is to make us regret playing vampire as much as they regret creating them apparently. They can't even be bothered to finish the skill line.

    The skill-line is finished though, unless if ZoS claims otherwise. The only reason Werewolves got more skills is because those skills are dependant on an ultimate form. So those are in a sense not even 'active' abilities in the purest sense of it, but rather an extension of the ultimate's ability.
    Abeille wrote: »
    I hate that some passives won't work depending on your stage :/

    Well, it fits way more with Elder Scrolls lore, as well as how vampirism was in previous installments of TES. Let me quote myself from a few minutes ago:
    ShadowHvo wrote: »
    Let me put it more clear really, as vampirism is now more in line with TES lore, it so too is focused on being either "Well-Fed" or "Starved", both of which are respectively focused on being defensive and offensive stages of a vampires life.

    While the vampire is at stage 1 "well-fed" they now have no weaknesses what so ever, none, nothing of the sort. In return, their don't have nearly as much benefits either. Which makes this a very neutral stage to be in, almost nearly the same as being mortal. Where in turn, the added benefits comes up the further you go, but with said benefits, comes the weaknesses, just like Elder Scrolls vampirism always has been.

    Stage 1:
    - No Fire weakness
    - Full health recovery
    - Batswarm
    - Drain Essence
    - Mistform

    Stage 2:
    - 15% weakness to fire
    - 25% reduced health recovery
    - 7% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 15% weakness to fire and lost 25% health recovery for 7% reduced vampire ability cost and 10% Stamina and Magicka Recovery.)

    Stage 3:
    - 20% weakness to fire
    - 50% reduced health recovery
    - 14% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 20% weakness to fire and lost 50% health recovery for 14% reduced vampire ability cost, 33% reduced damage taken when health is below 50% and 10% extra stamina and magicka recovery!)

    Stage 4:
    - 25% weakness to fire
    - 75% reduced health recovery
    - 21% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Increased sneak speed and increased sneaking timer at night.
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 25% weakness to fire and lost 75% health recovery for 21% reduced vampire ability cost, 33% reduced damage taken when health is below 50%, 10% extra stamina and magicka recovery AND increased sneak speed plus sneak timer at night!)

    IF all of these are not some of the greatest gameplay, and lore approbiate vampire changes we've ever had in Elder Scrolls Online, then I don't know what is. It literally fits the mold, and it gives purpose to both lower stages of vampirism, as well as higher stages. Both have their strengths and weaknesses, as it should be!

    Yes, I am super- SUPER hyped for these changes. I feared the worst when I heard they wanted to reballance vampirism, but I am so pleasently surprised that its beyond mere words.

    Especially when you combine it into the whole changes to the Fighters Guild line, with them now only dealing 20% additional damage, no matter the ability in the Fighters Guild arsenal, then this is only a massive buff to vampirism, that has little to no downsides!

    We all know how it's worked in past games, some of us have played since Daggerfall. Now then, speaking of reading, you ought to go to the head of this thread and see the arguments for how, oh idk, the skill line isn't finished and how easy it could be to finish it? Just a thought.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • ParaNostram
    ParaNostram
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    MornaBaine wrote: »
    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Yeah I'm pretty furious about that one. It's like they CAN'T do anything nice for vampires without ALSO punishing them. SIGH.
    Why ZOS...just...WHY????

    Haha as I said earlier, they want to make us regret playing them as much as they regret making them.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • MornaBaine
    MornaBaine
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    MornaBaine wrote: »
    Looking it over, I am pleased overall EXCEPT for them stealing our damn Dark Stalker!!! AUGH!!!! Looks like I'll be going back to Night's Silence set gear. GRRRR.... :( But I AM SUPER EXCITED by what they are doing to the Stage Timers and the way they affect things. IT'S ABOUT TIME ZOS!!!! THANK YOU!!!!

    Our abilities are still useless and skill line unfinished. Sure they fixed the passives, made them better with lore and game feel but none of this matters if the abilities are worthless. It's effectively just good for RP and nothing else in my eyes right now.

    Feels to me like they're treating a gun wound, they just plopped on a bandage and said "good to go! No more bleeding!" Well, true, and that is nice, but could you remove the bullet too?

    I'm not going to feel like a vampire in combat, because to slot a vampire ability is to reduce you bar to 4 actives and an ultimate. It's just aesthetics and a few good passives.

    They should buff the vampire abilities, make them resource hogs like no others to offer incentive to reach stage 4 to use effectively. We'll have to see if drain does enough damage to be worth using, and I'm not convinced by the % of missing health being useful as a heal.

    I guess mist got buffed.

    Oh I look at this as a beginning, not an end. Vampires are still nowhere near finished.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • PhatGrimReaper
    PhatGrimReaper
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    I think everyone needs to take a step back and understand just how strong mistform will be in PVP
    Fat Grim Reaper - (m)Dragon Knight AR28
    F G R Junior - Templar AR26
    This One Had Name Changed - Nightblade AR19
    Fat Grim Streaker - Sorcerer AR15
    M12-GM - Guardians of the Twelve-GM - Crown Store Heroes - ETU
    RÀGE - R.I.P
  • ParaNostram
    ParaNostram
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    I got my hopes up for this... Now, this is my only reaction.

    giphy.gif
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • ShadowHvo
    ShadowHvo
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    [
    We all know how it's worked in past games, some of us have played since Daggerfall. Now then, speaking of reading, you ought to go to the head of this thread and see the arguments for how, oh idk, the skill line isn't finished and how easy it could be to finish it? Just a thought.

    Those are not arguments on how to "Fix" or "Complete" the skill-line, those are arguments, suggestions if you will, on how to furthermore 'possibly' improve it.

    Claiming that the skill-line is unfinished, or otherwise incomplete, is blatant lying and false statements.

    Would more active abilities be awesome? Yes. But is it sorrely needed to get the vampire experience in TES? No. Vampires has always been more about passives, rather than abilities. Hence why vampires typically uses all other spells as well, and not just their vampiric powers.

    Since you've played since Daggerfall, I'm certain you're aware of that.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • Abeille
    Abeille
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    ShadowHvo wrote: »
    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Their reason is to make us regret playing vampire as much as they regret creating them apparently. They can't even be bothered to finish the skill line.

    The skill-line is finished though, unless if ZoS claims otherwise. The only reason Werewolves got more skills is because those skills are dependant on an ultimate form. So those are in a sense not even 'active' abilities in the purest sense of it, but rather an extension of the ultimate's ability.
    Abeille wrote: »
    I hate that some passives won't work depending on your stage :/

    Well, it fits way more with Elder Scrolls lore, as well as how vampirism was in previous installments of TES. Let me quote myself from a few minutes ago:
    ShadowHvo wrote: »
    Let me put it more clear really, as vampirism is now more in line with TES lore, it so too is focused on being either "Well-Fed" or "Starved", both of which are respectively focused on being defensive and offensive stages of a vampires life.

    While the vampire is at stage 1 "well-fed" they now have no weaknesses what so ever, none, nothing of the sort. In return, their don't have nearly as much benefits either. Which makes this a very neutral stage to be in, almost nearly the same as being mortal. Where in turn, the added benefits comes up the further you go, but with said benefits, comes the weaknesses, just like Elder Scrolls vampirism always has been.

    Stage 1:
    - No Fire weakness
    - Full health recovery
    - Batswarm
    - Drain Essence
    - Mistform

    Stage 2:
    - 15% weakness to fire
    - 25% reduced health recovery
    - 7% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 15% weakness to fire and lost 25% health recovery for 7% reduced vampire ability cost and 10% Stamina and Magicka Recovery.)

    Stage 3:
    - 20% weakness to fire
    - 50% reduced health recovery
    - 14% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 20% weakness to fire and lost 50% health recovery for 14% reduced vampire ability cost, 33% reduced damage taken when health is below 50% and 10% extra stamina and magicka recovery!)

    Stage 4:
    - 25% weakness to fire
    - 75% reduced health recovery
    - 21% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Increased sneak speed and increased sneaking timer at night.
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 25% weakness to fire and lost 75% health recovery for 21% reduced vampire ability cost, 33% reduced damage taken when health is below 50%, 10% extra stamina and magicka recovery AND increased sneak speed plus sneak timer at night!)

    IF all of these are not some of the greatest gameplay, and lore approbiate vampire changes we've ever had in Elder Scrolls Online, then I don't know what is. It literally fits the mold, and it gives purpose to both lower stages of vampirism, as well as higher stages. Both have their strengths and weaknesses, as it should be!

    Yes, I am super- SUPER hyped for these changes. I feared the worst when I heard they wanted to reballance vampirism, but I am so pleasently surprised that its beyond mere words.

    Especially when you combine it into the whole changes to the Fighters Guild line, with them now only dealing 20% additional damage, no matter the ability in the Fighters Guild arsenal, then this is only a massive buff to vampirism, that has little to no downsides!

    Was making the passives stop working completely necessary, though? On top of the changes to weakness to fire/health recovery/ability cost with each stage?

    As I suggested on another thread, they could have made the passives benefit each stage on a different degree (say, the higher your stage, the better is the speed penalty mitigation for Dark Stalker). Making them completely stop working, now? I am permanently on stage 4, but if I preferred Stage 1 I would have three completely useless passives. I don't think that's the right path at all.
    Edited by Abeille on April 25, 2016 11:34PM
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • ShadowHvo
    ShadowHvo
    ✭✭✭✭✭
    Abeille wrote: »
    ShadowHvo wrote: »
    ListerJMC wrote: »
    Ok but why did they have to make dark stalker only active at stage 4?! There was absolutely no reason for that change :/.

    Their reason is to make us regret playing vampire as much as they regret creating them apparently. They can't even be bothered to finish the skill line.

    The skill-line is finished though, unless if ZoS claims otherwise. The only reason Werewolves got more skills is because those skills are dependant on an ultimate form. So those are in a sense not even 'active' abilities in the purest sense of it, but rather an extension of the ultimate's ability.
    Abeille wrote: »
    I hate that some passives won't work depending on your stage :/

    Well, it fits way more with Elder Scrolls lore, as well as how vampirism was in previous installments of TES. Let me quote myself from a few minutes ago:
    ShadowHvo wrote: »
    Let me put it more clear really, as vampirism is now more in line with TES lore, it so too is focused on being either "Well-Fed" or "Starved", both of which are respectively focused on being defensive and offensive stages of a vampires life.

    While the vampire is at stage 1 "well-fed" they now have no weaknesses what so ever, none, nothing of the sort. In return, their don't have nearly as much benefits either. Which makes this a very neutral stage to be in, almost nearly the same as being mortal. Where in turn, the added benefits comes up the further you go, but with said benefits, comes the weaknesses, just like Elder Scrolls vampirism always has been.

    Stage 1:
    - No Fire weakness
    - Full health recovery
    - Batswarm
    - Drain Essence
    - Mistform

    Stage 2:
    - 15% weakness to fire
    - 25% reduced health recovery
    - 7% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 15% weakness to fire and lost 25% health recovery for 7% reduced vampire ability cost and 10% Stamina and Magicka Recovery.)

    Stage 3:
    - 20% weakness to fire
    - 50% reduced health recovery
    - 14% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 20% weakness to fire and lost 50% health recovery for 14% reduced vampire ability cost, 33% reduced damage taken when health is below 50% and 10% extra stamina and magicka recovery!)

    Stage 4:
    - 25% weakness to fire
    - 75% reduced health recovery
    - 21% reduction to vampire ability cost
    - 10% increased Stamina and Magicka recovery
    - 33% reduced damage taken when health is below 50%
    - Increased sneak speed and increased sneaking timer at night.
    - Batswarm
    - Drain Essence
    - Mistform
    (Gained 25% weakness to fire and lost 75% health recovery for 21% reduced vampire ability cost, 33% reduced damage taken when health is below 50%, 10% extra stamina and magicka recovery AND increased sneak speed plus sneak timer at night!)

    IF all of these are not some of the greatest gameplay, and lore approbiate vampire changes we've ever had in Elder Scrolls Online, then I don't know what is. It literally fits the mold, and it gives purpose to both lower stages of vampirism, as well as higher stages. Both have their strengths and weaknesses, as it should be!

    Yes, I am super- SUPER hyped for these changes. I feared the worst when I heard they wanted to reballance vampirism, but I am so pleasently surprised that its beyond mere words.

    Especially when you combine it into the whole changes to the Fighters Guild line, with them now only dealing 20% additional damage, no matter the ability in the Fighters Guild arsenal, then this is only a massive buff to vampirism, that has little to no downsides!

    Was making the passives stop working completely necessary, though? On top of the changes to weakness to fire/health recovery/ability cost?

    As I suggested on another thread, they could have made the passives benefit each stage on a different degree (say, the higher your stage, the better is the speed penalty mitigation for Dark Stalker). Making them completely stop working, now? I am permanently on stage 4, but if I preferred Stage 1 I would have three completely useless passives. I don't think that's the right path at all.

    Well, gaining 75% previously lost health recovery, as well as losing a nasty 25% weakness to fire is quite the compelling trade-off for a sneak speed, minor resource recovery and damage mitigation.

    While I do think your suggestion could've been nice, I also feel at the same time that the trade-offs are pretty cool. You literally trade defensive for offensive by going higher into the stages. Which does fit vampirism in the TES universe, and so does the "Increasing / additional" powers.

    Even in Skyrim, you first gained the stealth ability in stage 4 of vampirism, it all fits rather well, actually.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • Kainos98
    Kainos98
    ✭✭✭
    I'd say WWs and vamps will be as they are without many more changes or fixes until ZOS decides (if ever) to release a DLC solely about our blood suckers and furry friends..../endsarcasm. They know they could make cash off giving vamps ancient form and finally making Berserker WWs black or at least unique looking, but hoping for this is like asking Sheogorath to donate cheese to the Cyrodiil Veteran Support foundation lol.
  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    ShadowHvo wrote: »
    [
    We all know how it's worked in past games, some of us have played since Daggerfall. Now then, speaking of reading, you ought to go to the head of this thread and see the arguments for how, oh idk, the skill line isn't finished and how easy it could be to finish it? Just a thought.

    Those are not arguments on how to "Fix" or "Complete" the skill-line, those are arguments, suggestions if you will, on how to furthermore 'possibly' improve it.

    Claiming that the skill-line is unfinished, or otherwise incomplete, is blatant lying and false statements.

    Would more active abilities be awesome? Yes. But is it sorrely needed to get the vampire experience in TES? No. Vampires has always been more about passives, rather than abilities. Hence why vampires typically uses all other spells as well, and not just their vampiric powers.

    Since you've played since Daggerfall, I'm certain you're aware of that.

    Dude, if you've been in any of Morna's threads before you should have read the argument for how vampirism is incomplete. Also, in past ESO games we've been able to do the Necromancy stuffs! Where is that here? Vampires have a natural affinity for Necromancy, where is that here? Hmmmmmmmmmmmmmmmmm..... Maybe we should, *gasp* add an active for it! We're also missing vampire sight, maybe that can be another knocking out of stealth active? My goodness, two abilities traditionally in TES games for vampires that can be implemented here! It's almost as if we don't have the full vampire experience, AKA IT ISN'T FINISHED!

    But yeah, keep defending an unfinished product friendo. *head pats*
    Edited by ParaNostram on April 25, 2016 11:44PM
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • ShadowHvo
    ShadowHvo
    ✭✭✭✭✭
    ShadowHvo wrote: »
    [
    We all know how it's worked in past games, some of us have played since Daggerfall. Now then, speaking of reading, you ought to go to the head of this thread and see the arguments for how, oh idk, the skill line isn't finished and how easy it could be to finish it? Just a thought.

    Those are not arguments on how to "Fix" or "Complete" the skill-line, those are arguments, suggestions if you will, on how to furthermore 'possibly' improve it.

    Claiming that the skill-line is unfinished, or otherwise incomplete, is blatant lying and false statements.

    Would more active abilities be awesome? Yes. But is it sorrely needed to get the vampire experience in TES? No. Vampires has always been more about passives, rather than abilities. Hence why vampires typically uses all other spells as well, and not just their vampiric powers.

    Since you've played since Daggerfall, I'm certain you're aware of that.

    Dude, if you've been in any of Morna's threads before you should have read the argument for how vampirism is incomplete. Also, in past ESO games we've been able to do the Necromancy stuffs! Where is that here? Vampires have a natural affinity for Necromancy, where is that here? Hmmmmmmmmmmmmmmmmm..... Maybe we should, *gasp* add an active for it! We're also missing vampire sight, maybe that can be another knocking out of stealth active? My goodness, two abilities traditionally in TES games for vampires that can be implemented here! It's almost as if we don't have the full vampire experience, AKA IT ISN'T FINISHED!

    But yeah, keep defending an unfinished product friendo. *head pats*

    How can you even claim that you play since Daggerfall, and by such, make me assume you know how vampirism in TES is handled, when you clearly by this very post do not?

    http://en.uesp.net/wiki/Morrowind:Vampires
    Notice how in Morrowind Vampirism was literally ONE, yes read clearly, ONE (1) active ability, the rest were passives.

    http://en.uesp.net/wiki/Oblivion:Vampirism
    Now notice how in Oblivion, they introduced stages, which gave the vampire MORE POWERS the FURTHER they starved, and at thus, the less weaknesses they had when well-fed! In fact, they only have four abilities by stage 4.

    Sense a pattern yet? No?

    http://en.uesp.net/wiki/Skyrim:Vampirism
    Now notice how Skyrim shares the same mold! Few abilities to begin with, and yet more gets added the FURTHER you starve. With the grand total of FIVE at stage 4. Yet again, passives are the dominating factor, just like previous installments. Not only with that, Skyrim is also the first game to add Raise dead, or rather "Vampire's Servant" as an vampire ability.

    Now keep in mind, that Morrowind had THREE different vampire bloodlines, while both Skyrim and Oblivion only had one. With TESO, we also only have a single vampire bloodline. All of these bloodlines have different abilities and different passive bonuses, all depending on their specific bloodline. HENCE, ZoS made their own bloodline, which now fits perfectly into the The Elder Scrolls vampirism mold. Its different, its distinctive and its cool. It doesn't have to be either Volkihar, Porphyric Hemophilia, Berne, Aundae or Quarra.. For it is Noxiphilic Sanguivoria, and not any of the others.

    I'm telling you again, that you're flat out wrong in your malicious assumption. Not only is Elder Scrolls lore far deeper than you seem to believe. But you claim that its all about active abilities, when it clearly throughout the years of Elder Scrolls, has always been more about the passives WHEN it comes to vampirism. Those are the dominating factors of what makes the vampire a vampire, not their ability to reanimate the dead, charm the living or drain life, which mind you.. can be done with ordinary TES magic as well.

    I'm sorry that this sounds so harsh, but man, you don't seem to even know TES vampirism.
    Edited by ShadowHvo on April 26, 2016 12:17AM
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    ShadowHvo wrote: »
    ShadowHvo wrote: »
    [
    We all know how it's worked in past games, some of us have played since Daggerfall. Now then, speaking of reading, you ought to go to the head of this thread and see the arguments for how, oh idk, the skill line isn't finished and how easy it could be to finish it? Just a thought.

    Those are not arguments on how to "Fix" or "Complete" the skill-line, those are arguments, suggestions if you will, on how to furthermore 'possibly' improve it.

    Claiming that the skill-line is unfinished, or otherwise incomplete, is blatant lying and false statements.

    Would more active abilities be awesome? Yes. But is it sorrely needed to get the vampire experience in TES? No. Vampires has always been more about passives, rather than abilities. Hence why vampires typically uses all other spells as well, and not just their vampiric powers.

    Since you've played since Daggerfall, I'm certain you're aware of that.

    Dude, if you've been in any of Morna's threads before you should have read the argument for how vampirism is incomplete. Also, in past ESO games we've been able to do the Necromancy stuffs! Where is that here? Vampires have a natural affinity for Necromancy, where is that here? Hmmmmmmmmmmmmmmmmm..... Maybe we should, *gasp* add an active for it! We're also missing vampire sight, maybe that can be another knocking out of stealth active? My goodness, two abilities traditionally in TES games for vampires that can be implemented here! It's almost as if we don't have the full vampire experience, AKA IT ISN'T FINISHED!

    But yeah, keep defending an unfinished product friendo. *head pats*

    How can you even claim that you play since Daggerfall, and by such, make me assume you know how vampirism in TES is handled, when you clearly by this very post do not?

    http://en.uesp.net/wiki/Morrowind:Vampires
    Notice how in Morrowind Vampirism was literally ONE, yes read clearly, ONE (1) active ability, the rest were passives.

    http://en.uesp.net/wiki/Oblivion:Vampirism
    Now notice how in Oblivion, they introduced stages, which gave the vampire MORE POWERS the FURTHER they starved, and at thus, the less weaknesses they had when well-fed! In fact, they only have four abilities by stage 4.

    Sense a pattern yet? No?

    http://en.uesp.net/wiki/Skyrim:Vampirism
    Now notice how Skyrim shares the same mold! Few abilities to begin with, and yet more gets added the FURTHER you starve. With the grand total of FIVE at stage 4. Yet again, passives are the domination factor, just like previous installments. Not only with that, Skyrim is also the first game to add Raise dead, or rather "Vampire's Servant" as an vampire ability.

    I'm telling you again, that you're flat out wrong in your malicious assumption. Not only is Elder Scrolls lore far deeper than you seem to believe. But you claim that its all about active abilities, when it clearly throughout the years of Elder Scrolls, has always been more about the passives WHEN it comes to vampirism. Those are the domination factor of what makes the vampire a vampire, not their ability to reanimate the dead, charm the living or drain life, which mind you.. can be done with ordinary TES magic as well.

    I'm sorry that this sounds so harsh, but man, you don't seem to even know TES vampirism.

    Not a man, and you were referring to recent games for your knowledge of vampirism and precedence of vampire mechanics. Only the past two games have had stages. I was trying to get on your level, thinking you'd understand then. Instead you try to use it as a means of invalidating my points when I did not take such a swing at you. Well played, good sir!

    Oh, also, while we're talking about active vs passive abilities... In previous Elder scrolls games, how big was the action bar? 1. One singular spell slot, wait, there's more, I see something, OMG! Skyrim can have two, kinda. Well then! Maybe given the emphasis on active combat and abilities in ESO, maybe we can, oh IDK, tailor vampirism to match this theme? I know it's a wild concept to have every aspect of a game be on the same page. If you need me to slow down and repeat anything feel free to ask, I want to make sure you understand after all.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • ShadowHvo
    ShadowHvo
    ✭✭✭✭✭
    Not a man, and you were referring to recent games for your knowledge of vampirism and precedence of vampire mechanics. Only the past two games have had stages. I was trying to get on your level, thinking you'd understand then. Instead you try to use it as a means of invalidating my points when I did not take such a swing at you. Well played, good sir!

    Oh, also, while we're talking about active vs passive abilities... In previous Elder scrolls games, how big was the action bar? 1. One singular spell slot, wait, there's more, I see something, OMG! Skyrim can have two, kinda. Well then! Maybe given the emphasis on active combat and abilities in ESO, maybe we can, oh IDK, tailor vampirism to match this theme? I know it's a wild concept to have every aspect of a game be on the same page. If you need me to slow down and repeat anything feel free to ask, I want to make sure you understand after all.

    This is not to sound rude, but your gender is irrelevant, man or woman, you call me dude, so I call you man. Its a natural response.

    With that aside, I shall quote myself again.
    ShadowHvo wrote: »
    Now keep in mind, that Morrowind had THREE different vampire bloodlines, while both Skyrim and Oblivion only had one. With TESO, we also only have a single vampire bloodline. All of these bloodlines have different abilities and different passive bonuses, all depending on their specific bloodline. HENCE, ZoS made their own bloodline, which now fits perfectly into the The Elder Scrolls vampirism mold. Its different, its distinctive and its cool. It doesn't have to be either Volkihar, Porphyric Hemophilia, Berne, Aundae or Quarra.. For it is Noxiphilic Sanguivoria, and not any of the others.

    You seem to believe that all of Vampirism is the same, no matter the bloodline. And yet, you so beautifully skimmed over and ignored my point about all the said vampire abilities you seek, are actual just normal abilities, all of which can be found under Illusion, Conjuration and Destruction schools of magic. They're not vampire specific, DESPITE that few vampire bloodlines have possesed them as a trait of their bloodline.

    It is by no means, by either lore or game-mechanic, a feature ALL vampire bloodlines have. Prove me wrong if you can, for I can ensure you, that you cannot.

    Which is where again I will say, that your blatant false statement about Noxiphilic Sanguivoria being incomplete, is but false. It is words you use because YOU are unhappy with the way the bloodline is designed in TES:Online, despite that there are many that really likes the bloodline for what it is.

    ZoS took a massive awesome step to make Noxiphilic Sanguivoria fit into the Elder Scrolls mold of Vampirism, and they finally got it in there. It -finally- is vampirism. Not as supernatural strong as they're in the single-player installements of the series. But still as cool. (Thank you MMO balancing.) But your blatant false statement ticks me off, to be blunt. For when ZoS finally dares to take an awesome, risky step in the right direction, (Should you ask me) then people like you have the audacity to come and claim that it is incomplete, simply because it does not follow your ideal version of a vampiric bloodline in the TES universe. Despite the fact that we have several hundreds, and each one being different to the other.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    ShadowHvo wrote: »
    Not a man, and you were referring to recent games for your knowledge of vampirism and precedence of vampire mechanics. Only the past two games have had stages. I was trying to get on your level, thinking you'd understand then. Instead you try to use it as a means of invalidating my points when I did not take such a swing at you. Well played, good sir!

    Oh, also, while we're talking about active vs passive abilities... In previous Elder scrolls games, how big was the action bar? 1. One singular spell slot, wait, there's more, I see something, OMG! Skyrim can have two, kinda. Well then! Maybe given the emphasis on active combat and abilities in ESO, maybe we can, oh IDK, tailor vampirism to match this theme? I know it's a wild concept to have every aspect of a game be on the same page. If you need me to slow down and repeat anything feel free to ask, I want to make sure you understand after all.

    This is not to sound rude, but your gender is irrelevant, man or woman, you call me dude, so I call you man. Its a natural response.

    With that aside, I shall quote myself again.
    ShadowHvo wrote: »
    Now keep in mind, that Morrowind had THREE different vampire bloodlines, while both Skyrim and Oblivion only had one. With TESO, we also only have a single vampire bloodline. All of these bloodlines have different abilities and different passive bonuses, all depending on their specific bloodline. HENCE, ZoS made their own bloodline, which now fits perfectly into the The Elder Scrolls vampirism mold. Its different, its distinctive and its cool. It doesn't have to be either Volkihar, Porphyric Hemophilia, Berne, Aundae or Quarra.. For it is Noxiphilic Sanguivoria, and not any of the others.

    You seem to believe that all of Vampirism is the same, no matter the bloodline. And yet, you so beautifully skimmed over and ignored my point about all the said vampire abilities you seek, are actual just normal abilities, all of which can be found under Illusion, Conjuration and Destruction schools of magic. They're not vampire specific, DESPITE that few vampire bloodlines have possesed them as a trait of their bloodline.

    It is by no means, by either lore or game-mechanic, a feature ALL vampire bloodlines have. Prove me wrong if you can, for I can ensure you, that you cannot.

    Which is where again I will say, that your blatant false statement about Noxiphilic Sanguivoria being incomplete, is but false. It is words you use because YOU are unhappy with the way the bloodline is designed in TES:Online, despite that there are many that really likes the bloodline for what it is.

    ZoS took a massive awesome step to make Noxiphilic Sanguivoria fit into the Elder Scrolls mold of Vampirism, and they finally got it in there. It -finally- is vampirism. Not as supernatural strong as they're in the single-player installements of the series. But still as cool. (Thank you MMO balancing.) But your blatant false statement ticks me off, to be blunt. For when ZoS finally dares to take an awesome, risky step in the right direction, (Should you ask me) then people like you have the audacity to come and claim that it is incomplete, simply because it does not follow your ideal version of a vampiric bloodline in the TES universe. Despite the fact that we have several hundreds, and each one being different to the other.

    I know there's differences in vampirism but ZOS and Bethesda sure don't give a *** anymore, why should I? Taking the Cyrodillic vampires and making their traits the default of vampires everywhere. Volkihaar vampires were established in lore before Oblivion, even, yet look at what they became. Knockoff Cyrodiil vampires. Following the precedent they set. ZOS implemented the same problem, making this brand of vampirism the only brand everywhere and it's a problem. So diversity is out, vampirism has become a monoculture thanks to people not wanting so harsh of downsides.

    They took a step in the right direction. Like I said earlier, though of course I don't have the arrogance to straight up quote myself like you do, they put a bandage over the bullet wound. Cool, stopped the bleeding, but could they remove the bullet too? It's incomplete, doesn't fit with ESO's style, and it's following the precedent that Oblivion set that, IMHO, ruined some of the best parts of vampirism. The incomplete skill line would be forgivable if only they would go so far as to, oh idk, make the skills they gave us actually worth slotting?

    Your whole argument is "hurr durr you don't know vampires!" I do, I've been playing these games for years and can almost quote word for word entire lorebooks on the subject. How about we at least have the level of respect of not just telling the other person that they know nothing?

    Here's how it's incomplete, lets use basic math shall we? Other skill lines, 5 actives maybe 1 ultimate. So, 5-6. Vampires? 2 actives, 1 ultimate, so 3. Tell me, does 3 = 5? Does 3 = 6? No? Well slap my rear and call me a guar, don't seem complete now ain't it?
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    In before you say "we don't need it!" Well yeah techincally we don't need to play ESO either, nor does ESO technically need vampires. It'd be nice to have. It'd be nice to be on the same level as everything else in the game. Stop arguing for stagnancy.
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • Thevampirenight
    Thevampirenight
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    I do think there should be a few blood lines of vampire with differant looks and traits maybe a few that we can become. But I guess they don't want to add to much coding for that so we just get to become one bloodline of vampire. I do like some of the changes but I want vampires to have fangs :( I hope they add fangs to vampires.
    Edited by Thevampirenight on April 26, 2016 12:58AM
    PC NA
    Please add Fangs to Vampires.
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