Werewolf and Vampire themed sets

ParaNostram
ParaNostram
✭✭✭✭✭
✭✭
Let's face it, a number of people would love a dlc patch themed around things like vampires, werewolves, and hunters. I think it's probable that there will be a dlc themed around this (morrowind and skyrim both had dlcs themed around as such, so developers know there's money in it). So how about specific craftable armor sets for vampires and werewolves to encourage the use of their abilities? Or if that sounds too badass, we can have a few sets drop in maybe some trial themed around vampires or werewolves or what have you.

Imagine it, a heavy armor set that makes it so life stealing abilities heal you X% more, or bats or drain or something does y% more damage (no crazy stupid levels, just ideas).

Or imagine a set of medium armor that's 5 piece bonus is reducing the cooldown on bloodrage by like 1-2 seconds, or boosts the damage of your bleed or something.

I think it'd be cool.
"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
  • jeedrzej
    jeedrzej
    ✭✭✭✭✭
    Well... for now there is "Salvation" set :p
    Jeedrzej - Magica Dragonknight lvl 50
    Ealian Elieilijas - Magica Sorcerer lvl 50
    Enerias Kazner - Magica Templar lvl 50
    Marcelius SIlny - Stamina Dragonknight lvl 50
    Anvena Kazner - Stamina NIghtblade lvl 50
    Arcynekromantka Anastazja - Magica Nightblade lvl 50
    Threiva Krwawooka - Stamina Sorcerer lvl 50
    Anvena Karen - Stamina Templat lvl 50
    Furia Dorathis - Stamina Dragonknight lvl 50
    Verinia Dziecię Światła - Magica Templar lvl 50
    Anwen Llenariolis - Magica Warden lvl 50
    Welandil Mroźne Serce - Magicka Warden lvl 50
    Brunein Silny - Stamina Warden lvl 50
    Jilialis Szept Nocy - Magicka Sorcerer lvl 50
    Dareiva Tancerka Cieni - Stamina NIghtblade lvl 50
    Doweriusz Desson - Magicka Necromancer lvl 40

    Achievement Hunter
    32560 Achievement Points
    CP1203
    3916 collected books
    305 days in-game
  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    jeedrzej wrote: »
    Well... for now there is "Salvation" set :p

    Yeah, but I reeeaaaally want a vampire set proper XD
    "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
  • Vipstaakki
    Vipstaakki
    ✭✭✭✭✭
    Perhaps in the future we get to do something more with the priests of Arkay. They were briefly introduced in Dark Brotherhood.
    Edited by Vipstaakki on August 12, 2016 8:28AM
  • DRXHarbinger
    DRXHarbinger
    ✭✭✭✭✭
    ✭✭
    What we needs for vamps. ...5th perk. An extra 2s added to devouring swarm.
    PC Master Race

    1001CP
    8 Flawless Toons, all Classes.
    Master Angler
    Dro-M'artha Destroyer (at last)
    Tamriel Hero
    Grand Overlord
    Every Skyshard
    Down With BOP!
  • petraeus1
    petraeus1
    ✭✭✭✭
    I really hope we get some assymetric PvP battleground with Vampires/Werewolves versus Priests of Arkay or Vigilants of Stendarr or something. Don't even care if it's balanced, something weird and fun and out of the box (after ZOS introduces 'normal' arenas/bg's).
    Edited by petraeus1 on August 12, 2016 8:50AM
  • MornaBaine
    MornaBaine
    ✭✭✭✭✭
    ✭✭✭✭✭
    That would be sweet indeed Para! Even better if they have a great unique look!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • shadow071179
    shadow071179
    ✭✭✭
    This is wat id like to see in a Werewolf, Vamp, Hunters DLC.

    1. Skins for Werewolf form.
    Some with amor scraps on them blood
    matted furr etc.

    2. Werewolf and vampire trafel forms.

    3. A NPC Werewolf town with daily quests and
    player home (Also one for Vamps).

    4. And no Werewolf timer within the town.

    5. Three quest lines for Werewolf, Vamp and
    Hunters.

    6. A themed PVP area for Werewolfs, Vamps
    and hunters.

    7. Crafteble Armor sets for werewolfs, Vamps
    and hunters.

    8. Some Crownstore fluff items.

    9. Werewolf polymorph for Roleplay.

    10. Some Werewolf and Vamps themed
    Weapons.
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    jeedrzej wrote: »
    Well... for now there is "Salvation" set :p

    Yeah, but I reeeaaaally want a vampire set proper XD

    Song of Lamae and Vampire's Kiss. :p
  • Ethromelb14_ESO
    Ethromelb14_ESO
    ✭✭✭✭✭
    I really like the whole traveling polymorph idea for vampires. It would be strictly for travel and offer the same affect that spectral rider offers.
    Motto: Make deceivers believers.

    Strength of character is not a physical thing. -E
    Walking a mile in someone else's shoes, has nothing to do with the path taken. -E

    An accusation of elitism, is an indirect recognition of one's own inferiority. -E

    The best way to prove someone wrong, is to do better yourself. -E

    I keep forgetting to remember to get a photographic memory.
  • acw37162
    acw37162
    ✭✭✭✭✭
    Yes please
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    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.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    I am rather pleased with some of the feedback here. Anyone want to brainstorm some set ideas? I especially liked @dsalter 's idea.
    dsalter 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.

    "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
  • k9mouse
    k9mouse
    ✭✭✭✭✭
    A WW and a vampy DLC sounds awesome! B)<3
  • starkerealm
    starkerealm
    ✭✭✭✭✭
    ✭✭✭✭✭
    dsalter 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.
  • ScardyFox
    ScardyFox
    ✭✭✭✭✭
    I doubt we will ever see werewolf themed sets - it would be impossible to balance. If it isn't good enough, it will be treated like the Salvation set and passed for better armor. If its too good, them werewolves and such will become over powered -- or be thought of as overpowered. I'd rather not risk the good place we're at now, get the nerf bat swung into out muzzles, and be crucified for something impossible for them to balance.

    They're struggling enough to balance things as is. If anything give us a few more options of things to put on the bar in the skill tree.

    I'd be much more keen on buying up skins, size adjusting (meaning has a small creation process to our werewolves), eye colors, tooth size, were/vamp specific emotes, etc... and all sorts of cosmetic things. Supposedly they're going to start doing holiday events - maybe if we're really lucky we will get something thrown at us for Halloween.
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    Edited by Dracane on August 15, 2016 12:29AM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    Dracane 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.
    "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
  • Chrlynsch
    Chrlynsch
    ✭✭✭✭✭
    ✭✭
    I wouldn't mind seeing some things that spice up both werewolf and vampires.

    A focus dlc for vampire and werewolf would be great.

    1. Add content
    -With One Tamriel on the way add in two new large public dungeons. One for vamps, one for Werewolves (new hunting grounds).

    2. Add skills for vampires/ tweek some werewolf skills.
    -Sligtly dial damage/effectiveness of drain abilities. Increase duration to 5 sec and remove the channel.
    -Add a vampiric pet, zombie/skeletons/gargoyle
    -Add a long duration major protection armor that grants minor lifesteal or extra armor.
    -The fifth ability is linked to the Vampire clan you goin :) This comes after One Tamriel

    -Werewolves get their stamina restore bug fixed.
    -Rousing roar increased major brutality buff to at least 12 sec
    -Ferocious Roar: Fears and applies minor maim
    -Feral pounce: remove minimum distance requirement for added time, increase pounce range minimum to 7m.
    -Make it easier to devour around direwolves
    -Reduce devour time, and you gain magic/stamina/health on devour

    3. Being rank 4 vampire, or werewolf form is a crime. Guards will attack you.

    4. Vampire feeding animation is changed for what clans you are in.

    5. A monster helm and shoulders would be cool for both. Drops from main boss in public dungeon.

    -Helm and Shoulders of the Gargoyle for Vampires

    1 piece - spell damage or mag regen
    2 piece - when a vampire ability is active gain Take the form of a gargoyle. Gain Major Lifesteal. Reduces health regen to 0 while effect is active.

    -Helm and Shoulders of The Victorious Hunt

    1 increases stamina
    2 reduces cost of werewolf abilities by 8%, when you take damage in werewolf form, increase your weapon damage 1%, health by 2%, and size by 3% for six seconds. Stacks up to 15 times.

    Add totem weapons for Werewolves
    -Hircine's totem weapons are found in the dungeons across Tamriel and only drop from kills while in werewolf form, they are bind on equip.

    -Bow: Doubles the range of werewolf howl agony. Reduces transformation cost. Adds 180 weapon damage.
    -One hander: reduces root and snare duration by 20% Reduces transformation cost. Adds 94 weapon damage.
    -Two hand Axe: Increases Claws of range and damage. Reduces transformation cost. Adds 180 weapon damage
    -Shield: Howl of agony now also taunts target and grants you major protection for 15 sec. Reduces transformation cost. Adds 94 weapon damage.
    -Destro: Adds elemental damage of staff type to light werewolf attacks. Reduces transformation cost. Adds weapon and spell damage by 100
    -Healing: Your Hircine's heal also effects one nearby ally. Reduces transformation cost.
    Adds weapon and spell damage by 100

    In short, new public dungeons, vamps get full skill set with intoduction of clans+ new feeding animations, both get sexy monster sets, werewolves get their final polish of skills and totem weapons (think totem in Hilt of sword).

    @ZOS_GinaBruno @ZOS_JessicaFolsom

    Alright lets get this update ready for Witches Festival :)
    Caius
    Pack Leader of Scourge Alliance- First Fang of Hircine, The Beast of Bruma
    PC NA
  • Dracane
    Dracane
    ✭✭✭✭✭
    ✭✭✭✭✭
    Dracane 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 OP :) legit
    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.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    dsalter 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.

    Zos has shown they want your main chars n such to craft, the fact motif materials drop only when you'v learned some, and more as you learn more backs this up, so it fits the theme, maybe ex vampires n werewolves can still go there? dunno tho since technically you are a traitor to their kind
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • ParaNostram
    ParaNostram
    ✭✭✭✭✭
    ✭✭
    Dracane wrote: »
    Dracane 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 OP :) legit
    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.

    Well it's just there are downsides to vampirism. The fire part isn't as big as it used to be outside of large pvp battles with anti-personnel siege set up. It is a big deal in PvE though at least. The rest though? You are giving up health recovery, which can be a big difference, and with how every stam user just about runs Dawnbreaker and you do take more damage from it as a vampire, yeah, there is a definite down side.

    Stamina has no downside. In PvP, you need to dodge roll, block, and CC break. All of this comes from your stamina pool as everyone knows. Well, a magicka user has to carefully manage their health, magicka, and stamina, having a very small pool of stamina means you better not make a mistake with your rolls and breaks. Stamina? Their heals, damage, and those essential abilities come from their Stamina pool. That's no downside.

    The argument here isn't that vampires have no downside, it's whether or not the downside to vampirism is potent enough. Personally, I'd be fine with there being greater downsides to being a vampire if vampiric abilities were made more powerful and playing a vampire would actually change one's play style.
    dsalter 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.

    Yeah the stations would have to be in the world in my humble opinion. Every region of Tamriel has were beasts and vampires, they can find a location wherever any DLC would take place to put the crafting station (maybe even putting it deep in a cave for werewolves or in a crypt dungeon for vampires).
    "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
Sign In or Register to comment.