Well... for now there is "Salvation" set
tried to suggest this long ago, cant even find the thread, basically i feel that a craftable set should be added to the "inside" of both vampire and WW shrines than only said afflicted can access which is basically a 4-5 set and each set bonus amps up an ability, no stats just ability improvements.
this way it would make the vampire and werewolf feel alittle more like it's own playstyle rather than just an ability addition to the current classes.
tried to suggest this long ago, cant even find the thread, basically i feel that a craftable set should be added to the "inside" of both vampire and WW shrines than only said afflicted can access which is basically a 4-5 set and each set bonus amps up an ability, no stats just ability improvements.
this way it would make the vampire and werewolf feel alittle more like it's own playstyle rather than just an ability addition to the current classes.
Vampires first need to be toned down before they buff them even more.
Everyone is vampire nowadays, because there are no serious drawbacks in relation to these HUGE benefits, passiv benefits.
Those who are not vamp, are Werewolf.
If you are no vamp in pvp, you are not even competive. Undead is by FAR the most broken and overpowered passive in existence. As if 10% stam and mag regen wouldn't be great enough. When fighters guild was still good, I kinda saw a drawback for being a vamp. But since Dawnbreaker has been streamlined and fighters guild passives no longer offer any benefits vs undead, vamps can freely roam without any fear. This fire weakness is just pitiful, when pvp ist made mostly of physical damage.
ParaNostram wrote: »Vampires first need to be toned down before they buff them even more.
Everyone is vampire nowadays, because there are no serious drawbacks in relation to these HUGE benefits, passiv benefits.
Those who are not vamp, are Werewolf.
If you are no vamp in pvp, you are not even competive. Undead is by FAR the most broken and overpowered passive in existence. As if 10% stam and mag regen wouldn't be great enough. When fighters guild was still good, I kinda saw a drawback for being a vamp. But since Dawnbreaker has been streamlined and fighters guild passives no longer offer any benefits vs undead, vamps can freely roam without any fear. This fire weakness is just pitiful, when pvp ist made mostly of physical damage.
No downsides, you say? Hmmm... I'm not going to turn this into an argument of this, but let me just tell you that I respectfully disagree, except on the PvP is mostly physical damage part, Stamina is the real example of no downside.
starkerealm wrote: »tried to suggest this long ago, cant even find the thread, basically i feel that a craftable set should be added to the "inside" of both vampire and WW shrines than only said afflicted can access which is basically a 4-5 set and each set bonus amps up an ability, no stats just ability improvements.
this way it would make the vampire and werewolf feel alittle more like it's own playstyle rather than just an ability addition to the current classes.
This would work fine if everyone was crafting their own gear. Unfortunately, even on one account, you're far more likely to have a single designated crafter (who, rather obviously, can't be both a werewolf and a vampire). Failing that, you'd need a vampire crafter, and a werewolf crafter. Fully traited, fully motiffed. The former is time consuming (until you're researching nirn), the latter is expensive.
Finally, it wouldn't achieve anything. We'd have the same situation, we have now. Where most people don't craft, and rely on crafters who actually know what they're doing.
The obvious solution would be making the set bind on pickup... but crafting doesn't work that way in ESO, and it would be needlessly confusing. Also, the obvious solutions, like giving the sets locked "vampire werewolf" motifs, and locked automatic traits would also introduce a confusing element. To say nothing of crafters being asked to make gear in that motif, when it's actually impossible to do so, especially if the set can't be traded.
ParaNostram wrote: »Vampires first need to be toned down before they buff them even more.
Everyone is vampire nowadays, because there are no serious drawbacks in relation to these HUGE benefits, passiv benefits.
Those who are not vamp, are Werewolf.
If you are no vamp in pvp, you are not even competive. Undead is by FAR the most broken and overpowered passive in existence. As if 10% stam and mag regen wouldn't be great enough. When fighters guild was still good, I kinda saw a drawback for being a vamp. But since Dawnbreaker has been streamlined and fighters guild passives no longer offer any benefits vs undead, vamps can freely roam without any fear. This fire weakness is just pitiful, when pvp ist made mostly of physical damage.
No downsides, you say? Hmmm... I'm not going to turn this into an argument of this, but let me just tell you that I respectfully disagree, except on the PvP is mostly physical damage part, Stamina is the real example of no downside.
You always disagree, so no surprise. So ~major protection for free is not OPlegit
But I'm happy that you can see, that stamina has no downsides either. My latest insight is, how many overpowered and creative stamina sets there are and how poor and underperforming all magicka sets are.
Magicka sets seem to be all about basic buffs and stats. Stamina sets as well actually... but many stam sets are about high burst and sets that offer such intersting builds.
starkerealm wrote: »tried to suggest this long ago, cant even find the thread, basically i feel that a craftable set should be added to the "inside" of both vampire and WW shrines than only said afflicted can access which is basically a 4-5 set and each set bonus amps up an ability, no stats just ability improvements.
this way it would make the vampire and werewolf feel alittle more like it's own playstyle rather than just an ability addition to the current classes.
This would work fine if everyone was crafting their own gear. Unfortunately, even on one account, you're far more likely to have a single designated crafter (who, rather obviously, can't be both a werewolf and a vampire). Failing that, you'd need a vampire crafter, and a werewolf crafter. Fully traited, fully motiffed. The former is time consuming (until you're researching nirn), the latter is expensive.
Finally, it wouldn't achieve anything. We'd have the same situation, we have now. Where most people don't craft, and rely on crafters who actually know what they're doing.
The obvious solution would be making the set bind on pickup... but crafting doesn't work that way in ESO, and it would be needlessly confusing. Also, the obvious solutions, like giving the sets locked "vampire werewolf" motifs, and locked automatic traits would also introduce a confusing element. To say nothing of crafters being asked to make gear in that motif, when it's actually impossible to do so, especially if the set can't be traded.