Lol funny answerAhPook_Is_Here wrote: »TX12001rwb17_ESO wrote: »Normal "Immortals"???AhPook_Is_Here wrote: »I think vampires should have a bigger "package" than normal immortals, so getting tea-bagged by a vampire means something.
Who stays dead in this game? Not even the people you blade of woe 20 times a day, they keep coming back with the same name, therefore normal immortals.
Chilly-McFreeze wrote: »Permanent sundamage? Really? This isn't a Single Player Game and you can't skip daytime by pressing a Button. This would exclude a large Part of the playerbase from just playing a game they payed and sub for at many hours a day. Most stupid idea I've seen this week. Directly followed by making guards attack stage 4 Players. Remember, it's a MMO.
@ShadowHvo how goes 2, 3 and 6 together in your list? Don't they contradict themselves a bit?
They most certainly dont, they add options to the player rather than forcing them. Options, options and options in my opinion is the key to any mmo or RPG, as it adds more variety to the game as of whole.
I believe you're mistaking me with the "oh no, we need to force the vampire skin on people so we can see they are vampires in cyrodiil." Crowd, and I too, believe that is inheritly wrong, as options is always the better answer, as long as it makes sense.
@Chilly-McFreeze Whenever you believe it is stupid or not is entirely up to you, yrt this thread was for our wishesnto vampires, and these are my most sincerest wishes.
As it stands, vampires in ESO barely scratch the surface of elder scrolls vampirism. Adding more bloodlines, one of which should be a more monstrous type with added stenghts, but so too the added threat of the sun. It would add a whole new level of gameplay for the player, that argueably would be a very enjoyable experience for some. If people don't like being incapable of sunbathing as a vampire, then stay with Noxiphilic Sanguvoria.
Options, options and options, in my opinion, is the best. Whenever you disagree or not is entirelu up to you, but these are my opinions.
Bobby_V_Rockit wrote: »Need a 1% physical damage increase per stage to acknowledge that vampires are physically stronger than mortals
For your daily sun damage there could be craftable sun cream, say maxfactor 1000 ?, also in the daylight you could have Van Helsing type npc's in city's that will try to stake you, but religious symbols might not be a good idea as there are too many gods in ESO and what if the vampire is an atheist ?.
XDragonDoomX wrote: »Bobby_V_Rockit wrote: »Need a 1% physical damage increase per stage to acknowledge that vampires are physically stronger than mortals
Only if everyone else has access to 'holy water' or the equivalent - just for balance
I have been trying to get bitten by a blood fiend for two weeks but players kill the NPCs which sucks, maybe these blood fiends need to have 1.8mil hp so players have a chance to become a vampire without having to pay greedy players..
When I finally do get my vamp I will be offering my bite for free on recharge each weeksince a vampire likes to spread / grow its population so it would be amazing if there was no cooldown and you could just go around infecting the server
People who can't handle the heat shouldn't be vampires., people shouldn't want to be undead unless they are willing to pay the price even a small 10% stat debuff during the day in exchange for a few extra buffs at night would be a good compromise and if 10% reduction really effects you that much then you need to Learn 2 Play cause the game is about skill more then it is about stats.Chilly-McFreeze wrote: »XDragonDoomX wrote: »Bobby_V_Rockit wrote: »Need a 1% physical damage increase per stage to acknowledge that vampires are physically stronger than mortals
Only if everyone else has access to 'holy water' or the equivalent - just for balance
Like the allready implemented "Skilled Tracker" passive from the fighters guild?
And again, it's just a no-good idea to add sun damage. How would that play out?
- being forced to stay inside/ underground -> can't do anything. No dailies, no quests, not even crafting and selling, traiding. You basically get denied access to 90% of the game since you can directly port only into your houses (which you can't fully use because there is sunshine in the backyard...) and dungeons (where again some are overground, e.g. volenfell) or trials (hel ra has a lot of sunshine). The latter you can cross out from that list if you are no member of a raiding guild. I get into most normal trials through pugs from the zone chat.
- being forced to use health pots on cooldown? sounds meh. doesn't it? Will that drive up the prices for healing pots found or crafted and therefore for most alchemy materials?
- being forced to spam vigor -> don't complain about lag or duells in cities. This one would be on you. BTW it would force my mag sorc to spend a skillpoint in a otherwise "useless" stamina skill or a pet I don't use otherwise, just because I have no other way to heal.
Don't you guys think this is a bit over the top? Also you contradict yourselves a bit if you don't want an aesthetic drawback (skin) but a mechanical drawback that is so harsh that it denies you the most basic actions of the game.
This doesn't make any sense at all. Not from a gamer's POV (being locked out of a char 50% of all times) nor from a dev's POV because why should I pay 14€ a month if I can't play my char half of the time?
Will there be a special eso+ membership for accounts with vampire players? How would that be calculated? Sum of all chars divided by sum of vamp chars? You see how absurd this gets?
Also why would I burn if I run fully concealing armor? And what about fully conceiling costumes? How would that make a change? Why are vampire npc's out in the field at daytime?
And even more: if you want a option to remove the vamp skin because some master vamp in rivenspire can use mystical master magick to cover up, does that mean I can block the sun too because that guyhas to have been outside during the day and didn't die?
Or should I dig out an ancient relic to darken the sky like in TES5? How would that work for other players in that area?
This is nuts.
TX12001rwb17_ESO wrote: »People who can't handle the heat shouldn't be vampires., people shouldn't want to be undead unless they are willing to pay the price even a small 10% stat debuff during the day in exchange for a few extra buffs at night would be a good compromise and if 10% reduction really effects you that much then you need to Learn 2 Play cause the game is about skill more then it is about stats.Chilly-McFreeze wrote: »XDragonDoomX wrote: »Bobby_V_Rockit wrote: »Need a 1% physical damage increase per stage to acknowledge that vampires are physically stronger than mortals
Only if everyone else has access to 'holy water' or the equivalent - just for balance
Like the allready implemented "Skilled Tracker" passive from the fighters guild?
And again, it's just a no-good idea to add sun damage. How would that play out?
- being forced to stay inside/ underground -> can't do anything. No dailies, no quests, not even crafting and selling, traiding. You basically get denied access to 90% of the game since you can directly port only into your houses (which you can't fully use because there is sunshine in the backyard...) and dungeons (where again some are overground, e.g. volenfell) or trials (hel ra has a lot of sunshine). The latter you can cross out from that list if you are no member of a raiding guild. I get into most normal trials through pugs from the zone chat.
- being forced to use health pots on cooldown? sounds meh. doesn't it? Will that drive up the prices for healing pots found or crafted and therefore for most alchemy materials?
- being forced to spam vigor -> don't complain about lag or duells in cities. This one would be on you. BTW it would force my mag sorc to spend a skillpoint in a otherwise "useless" stamina skill or a pet I don't use otherwise, just because I have no other way to heal.
Don't you guys think this is a bit over the top? Also you contradict yourselves a bit if you don't want an aesthetic drawback (skin) but a mechanical drawback that is so harsh that it denies you the most basic actions of the game.
This doesn't make any sense at all. Not from a gamer's POV (being locked out of a char 50% of all times) nor from a dev's POV because why should I pay 14€ a month if I can't play my char half of the time?
Will there be a special eso+ membership for accounts with vampire players? How would that be calculated? Sum of all chars divided by sum of vamp chars? You see how absurd this gets?
Also why would I burn if I run fully concealing armor? And what about fully conceiling costumes? How would that make a change? Why are vampire npc's out in the field at daytime?
And even more: if you want a option to remove the vamp skin because some master vamp in rivenspire can use mystical master magick to cover up, does that mean I can block the sun too because that guyhas to have been outside during the day and didn't die?
Or should I dig out an ancient relic to darken the sky like in TES5? How would that work for other players in that area?
This is nuts.
XDragonDoomX wrote: »There should be some serious, unavoidable consequences for being 'undead' - so yes, sunlight damage.
You don't like - then stay indoors/underground during the day or forgo being a vampire
Stages need to change. Right now this is how it works:
Four stages, each gives more and more passives. But take away health regen and give vulnerability to fire.
Each stage is several hours. Using an ability from the Vampire tree reduces that time by 30min.
Feeding can be down from crouching or invis, feeding heals the Vampire and stuns the target.
Feeding reduces stage.
Sounds pretty straight forward. Until you try to do non-solo content.
Feeding without an invis potion or skill makes feeding in dungeons nearly impossible. You're unable to reduce stages without a human/mer target as well.
Advancing stages in case you do pull off a feeding to stun/knock down is likewise awkward, requiring a Vampire ability slotted and spammed.
So this means you're either hovering around stage one, or just not feeding and remaining in stage four. That's a problem. That's not a vampire by playstyle nor by lore.
I've only played a bit of Skyrim, and I've played alot of Oblivion so my knowledge of the lore isn't entirely complete, but I know Vampires need to feed to sustain themselves. And when they don't feed, they get powers.
They've taken Oblivion vampirism as I know it and applied it to ESO without the sunlight damage. And that is making for clunky mechanics.
So we need new mechanics. But we want to stay within the lore. The lore of Noxiphilic Sanguivoria is an undead creature that feeds on the living and grows stronger at night, unaffected by day. Most commonly seen in the 2nd Era. Paraphrased from the Elder Scrolls Wiki
Feeding needs to be part of game play.
Stages need to last minutes or seconds. This is to ensure you can get use out of them in single boss fights rather than being stuck in a stage once the fight starts.
Here's what I suggest:
Stages kinda work how they do now.
Increased regens, decreased health regen.
Vulnerability to fire.
Stages last 45-90s*
Using a vampire ability increases stage (with an internal cooldown, so you can't go straight to stage 4 immediately).
The major difference happens when feeding. And when and what you can feed from.
When you feed you get a buff that lasts a certain time depending on which stage you were in. If you're in stage 1 its very short (4-7s)*. If in Stage 4 it lasts a bit longer. The buff increases power (mag/stam) regen a bit more. As well as increased damage of Vampire skills and allows the (Bat Swarm) ultimate to last longer as well.
You immediately go to stage 1 once the buff fades. You cannot advance vampirism while the feeding buff is active.
Additionally you can feed by simply meeting the following conditions:
1. Behind Target (no stun or off-balance)
2. Invis or Crouching (works like it does now, stuns and puts them off balance)
3. Target is stunned or off balance (knocks them down).
In the case of the first one, the target is still able to attack while you are feeding.
Also you can feed on anything with a pulse, including bosses. If bosses are normally immune to CC effects, then they remain immune to CC effects from feeding. Vampire still gets to eat and get their feeding buff. They just weave it into rotations.
The benefit of this system is the stages are used as a bit of a resource and you roll through them in combat instead of this clunky solo playstyle method we have now.
Pushing stage 4 gives some good benefits but obviously comes with the cost of health regen and fire vulnerability. Also one variant is we may change stage one to last an hour but immediately goes to stage 2 if using an ability. The downside is the feeding buff only resets stage one and provides no buff.
This would allow those who don't want the downsides and don't wish to look ugly can remain in stage 1. This is throwing a bone to RPers. Another consideration is to make the various stages available as skins so you can always look the way you wish.
But there you go. It makes the system smoother. Allows you to feed and use stage four in a non-mutually exclusive manner. And allows group oriented players a means to experience all stages. Solo players benefit too in the same manner, useful since their fights are normally shorter.
* Any times listed are for example, they can be adjusted as needed for balance.
Stages need to change. Right now this is how it works:
Four stages, each gives more and more passives. But take away health regen and give vulnerability to fire.
Each stage is several hours. Using an ability from the Vampire tree reduces that time by 30min.
Feeding can be down from crouching or invis, feeding heals the Vampire and stuns the target.
Feeding reduces stage.
Sounds pretty straight forward. Until you try to do non-solo content.
Feeding without an invis potion or skill makes feeding in dungeons nearly impossible. You're unable to reduce stages without a human/mer target as well.
Advancing stages in case you do pull off a feeding to stun/knock down is likewise awkward, requiring a Vampire ability slotted and spammed.
So this means you're either hovering around stage one, or just not feeding and remaining in stage four. That's a problem. That's not a vampire by playstyle nor by lore.
I've only played a bit of Skyrim, and I've played alot of Oblivion so my knowledge of the lore isn't entirely complete, but I know Vampires need to feed to sustain themselves. And when they don't feed, they get powers.
They've taken Oblivion vampirism as I know it and applied it to ESO without the sunlight damage. And that is making for clunky mechanics.
So we need new mechanics. But we want to stay within the lore. The lore of Noxiphilic Sanguivoria is an undead creature that feeds on the living and grows stronger at night, unaffected by day. Most commonly seen in the 2nd Era. Paraphrased from the Elder Scrolls Wiki
Feeding needs to be part of game play.
Stages need to last minutes or seconds. This is to ensure you can get use out of them in single boss fights rather than being stuck in a stage once the fight starts.
Here's what I suggest:
Stages kinda work how they do now.
Increased regens, decreased health regen.
Vulnerability to fire.
Stages last 45-90s*
Using a vampire ability increases stage (with an internal cooldown, so you can't go straight to stage 4 immediately).
The major difference happens when feeding. And when and what you can feed from.
When you feed you get a buff that lasts a certain time depending on which stage you were in. If you're in stage 1 its very short (4-7s)*. If in Stage 4 it lasts a bit longer. The buff increases power (mag/stam) regen a bit more. As well as increased damage of Vampire skills and allows the (Bat Swarm) ultimate to last longer as well.
You immediately go to stage 1 once the buff fades. You cannot advance vampirism while the feeding buff is active.
Additionally you can feed by simply meeting the following conditions:
1. Behind Target (no stun or off-balance)
2. Invis or Crouching (works like it does now, stuns and puts them off balance)
3. Target is stunned or off balance (knocks them down).
In the case of the first one, the target is still able to attack while you are feeding.
Also you can feed on anything with a pulse, including bosses. If bosses are normally immune to CC effects, then they remain immune to CC effects from feeding. Vampire still gets to eat and get their feeding buff. They just weave it into rotations.
The benefit of this system is the stages are used as a bit of a resource and you roll through them in combat instead of this clunky solo playstyle method we have now.
Pushing stage 4 gives some good benefits but obviously comes with the cost of health regen and fire vulnerability. Also one variant is we may change stage one to last an hour but immediately goes to stage 2 if using an ability. The downside is the feeding buff only resets stage one and provides no buff.
This would allow those who don't want the downsides and don't wish to look ugly can remain in stage 1. This is throwing a bone to RPers. Another consideration is to make the various stages available as skins so you can always look the way you wish.
But there you go. It makes the system smoother. Allows you to feed and use stage four in a non-mutually exclusive manner. And allows group oriented players a means to experience all stages. Solo players benefit too in the same manner, useful since their fights are normally shorter.
* Any times listed are for example, they can be adjusted as needed for balance.
TX12001rwb17_ESO wrote: »They need to have constant Poison and Disease damage immunity or at least a very strong resistance to it, and some frost resistance which can scale with the stage, without them the vampires don't feel undead, also make the Baleful Mist and Accelerating Drain abilities stamina morphs, vampires get a 10%+ stamina regen boost yet have no stamina abilities.
While they are at it give werewolves Disease damage resistance as well, them being immune to disease is why they cant contract noxiphilic sanguviroia as a werewolf and vice versa.
IIRC, night is only 2 of the 6 hour day/night cycle. Night is half as long as day in ESO. Couple that with the complete lack of an in-game clock (without addons) and the absolute inability to control in-game time under any circumstances, and you would have not a 50/50 split in the time when your character is most/least effective, but you would be significantly less effective 2/3 of the time than you would be if you weren't a vampire. And 10% stat debuff is indeed significant. For a DPS character, that could easily be a 3-4k loss in your primary resource, and a 1k loss in your HP and secondary resource. Don't you dare try to tell me that's a "small" stat debuff, or that I can overcome it with a healthy dose of L2P. 10% of your stats is a massive penalty.TX12001rwb17_ESO wrote: »People who can't handle the heat shouldn't be vampires., people shouldn't want to be undead unless they are willing to pay the price even a small 10% stat debuff during the day in exchange for a few extra buffs at night would be a good compromise and if 10% reduction really effects you that much then you need to Learn 2 Play cause the game is about skill more then it is about stats.Chilly-McFreeze wrote: »XDragonDoomX wrote: »Bobby_V_Rockit wrote: »Need a 1% physical damage increase per stage to acknowledge that vampires are physically stronger than mortals
Only if everyone else has access to 'holy water' or the equivalent - just for balance
Like the allready implemented "Skilled Tracker" passive from the fighters guild?
And again, it's just a no-good idea to add sun damage. How would that play out?
- being forced to stay inside/ underground -> can't do anything. No dailies, no quests, not even crafting and selling, traiding. You basically get denied access to 90% of the game since you can directly port only into your houses (which you can't fully use because there is sunshine in the backyard...) and dungeons (where again some are overground, e.g. volenfell) or trials (hel ra has a lot of sunshine). The latter you can cross out from that list if you are no member of a raiding guild. I get into most normal trials through pugs from the zone chat.
- being forced to use health pots on cooldown? sounds meh. doesn't it? Will that drive up the prices for healing pots found or crafted and therefore for most alchemy materials?
- being forced to spam vigor -> don't complain about lag or duells in cities. This one would be on you. BTW it would force my mag sorc to spend a skillpoint in a otherwise "useless" stamina skill or a pet I don't use otherwise, just because I have no other way to heal.
Don't you guys think this is a bit over the top? Also you contradict yourselves a bit if you don't want an aesthetic drawback (skin) but a mechanical drawback that is so harsh that it denies you the most basic actions of the game.
This doesn't make any sense at all. Not from a gamer's POV (being locked out of a char 50% of all times) nor from a dev's POV because why should I pay 14€ a month if I can't play my char half of the time?
Will there be a special eso+ membership for accounts with vampire players? How would that be calculated? Sum of all chars divided by sum of vamp chars? You see how absurd this gets?
Also why would I burn if I run fully concealing armor? And what about fully conceiling costumes? How would that make a change? Why are vampire npc's out in the field at daytime?
And even more: if you want a option to remove the vamp skin because some master vamp in rivenspire can use mystical master magick to cover up, does that mean I can block the sun too because that guyhas to have been outside during the day and didn't die?
Or should I dig out an ancient relic to darken the sky like in TES5? How would that work for other players in that area?
This is nuts.