...which is still more skills then thieves and dark brothers get!ANGEL_BtVS wrote: »For each of the main classes, there are three skill lines with each line having five active skills plus an ultimate. The werewolf skill line also has five active skills plus an ultimate. Same with the Undaunted skill line (but no ultimate). The fighters guild and mages guild have four active skills plus an ultimate. For vampires, there are only two active skills plus an ultimate...
Possibly. But not too likely.ANGEL_BtVS wrote: »Do you think ZOS will ever expand the vampire skill line?
TheShadowScout wrote: »...which is still more skills then thieves and dark brothers get!ANGEL_BtVS wrote: »For each of the main classes, there are three skill lines with each line having five active skills plus an ultimate. The werewolf skill line also has five active skills plus an ultimate. Same with the Undaunted skill line (but no ultimate). The fighters guild and mages guild have four active skills plus an ultimate. For vampires, there are only two active skills plus an ultimate...
Also, the only one truly comparable in that lineup is the werewolves, and those are quite limited by being able to -only- use WW skills when gone furry, while vamps can still use every normal skill as well. And that's why the woofers have five skills, and the bloodsuckers have only two.Possibly. But not too likely.ANGEL_BtVS wrote: »Do you think ZOS will ever expand the vampire skill line?
They might add minor stuff, but they are unlikely to want to spend a lot of effort on vampires when they have to get profit in form of DLC sales from it - thuis they will make DLCs aimed at -everyone- instead of just the vampire lovers.
Still, they could always sneak in something... a three-sided mixed PvE/PvP DLC with a Vampires-vs-Werewolfes-vs-Hunters theme... I could see that being interesting for -everyone-, and it would be a nifty place to rework the monsters a bit.
I definitely think the vampires need at least one more skill - "Masquerade", lowering their vampy appereance by one stage (meaning, looking mortal at stage 1, and thus become undetectable as vampires, which would be quite important if there were PvP vampire hunters in the house)
And then... make it a crime to be a monster, cry havoc and let loose the guards of justice, let no vampire or werewolf who lets them see their unnatural nature be safe from stake or silver!
I also really, really want more of the classic clichees.Stuff like that anyhow...
- Vampires that have trouble with running water (reduced wimming speed) and get weaker in sunlight (like the original dracula, not burning to ash, but a lessening of supernatural power)?
- Werewolves that are affected by the moons (reduced transformation time in new moon nights, increased time in full moon nights - possibly even no transforming on former but a mandatory transformation on latter)?
- Vampires that might frenzy and auto-attack innocents is they get too blood starved when all those blood bags are wandering within reach?
- Werewolves that need to hunt some "worthy prey" each full moon (or face an game-month long "unfed" debuff)?
- Vampires that can charm innocents to allow feeding without assault, and possibly even make some alchemically preserved blood for emergency snackings? And maybe even a "feed from willing player" option?
- Werewolves who have some hint to their nature in humanoid form as well (unibrows, increased hirsuteness, yellow eyes...)?
- Vampires who can find company at a special "vampire nest" location (reuse the one from the intruductionary quest, as shared instance?) where they can socialize with other vampires, buy from vampire-only vendors, sip from blood dolls and compare poetry?
- Werewolves who can ignore all the normal wolves in the wild, because they would not -dare- attack someone that dangerously powerful smelling?
Really interesting ideas! (This and your other threads.) You should be a developer at ZOS and implement these things!
Sez you!Most would be a nightmare for game play.
So? That's the price of becoming a bloodsucking fiend!Want to go do some writs better feed first so you don't kill an NPC trying to draft a dagger.
Read the ideas again. It would make -no difference- except for new moon and full moon. You would still have the normal character during the new moon, you would have normal character and normal werewolf during any other moon, but you would be super-effective at werewolving during the full moon.Group wants you to join them for a trial? Sorry can't go until the moon is full.
So what? So what if your vampy powers are on their low when you want to go gathering? Not like it would make much of a difference, now would it? Or do you need your mist form for the gathering. Do you -really- need it???Want to go out and collect some drafting material? Well to bad the sun is out.
Uriel_Nocturne wrote: »Just an unfortunate effect of the way the game has evolved.
I wish Vamps had a fully-fleshed out 5-active-Skill tree.
Oh to dream...
TheShadowScout wrote: »Sez you!Most would be a nightmare for game play.So? That's the price of becoming a bloodsucking fiend!Want to go do some writs better feed first so you don't kill an NPC trying to draft a dagger.
But... the vampire sanctuary sould have all the crafting stations, and no issues with feeding on the blood dolls, so...Read the ideas again. It would make -no difference- except for new moon and full moon. You would still have the normal character during the new moon, you would have normal character and normal werewolf during any other moon, but you would be super-effective at werewolving during the full moon.Group wants you to join them for a trial? Sorry can't go until the moon is full.
The added effect in the full moon time would be well worth the lack of furry powah during the new moon time, i daresay!
Especially since you can join a WW guild and go do that triel as pack! Ayooooah!So what? So what if your vampy powers are on their low when you want to go gathering? Not like it would make much of a difference, now would it? Or do you need your mist form for the gathering. Do you -really- need it???Want to go out and collect some drafting material? Well to bad the sun is out.
What I like about my ideas is the very fact that they -would- change gameplay for vampires and werewolves!
Make those seem more like "monsters pretending to be human" and less like "just another player with an extra skill line"!
Ah, deja vue. (I wonder if they changes something in the matrix...So they are bad ideas that were not well thought out.
As compared to nightblades ganing all the time? Or those days before changes were made when staff and skirt ruled PvP? and a dozend other instances?Werewolves ganking in Cyrodiil every full moon... you can''t see how bad an idea this really is?
Possibly. Or make it tricky in other ways. But the same thing can be saif about certain classes...And of course they would have to balance out the full moon powers so werewolf groups couldn't dominate leader boards.
Easy solution - don't let your gathering character become an bloodsucking fiend then!Do you know how competitive it can get gathering mats? Do you not realize sometimes those mats are on an island or on the other side of the river? No I don't need mist but I don't need to be swimming with an anchor around my neck either.
You do realize I went there nirnroot gathering looooong before the region got nerfed for soloplay? Long before my main "git good"? Long before I could win any of the fights there?You said you wanted Vampires weaker in the sun. Many players have enough problems gathering mats in Craglorn last thing they need is to be weaker when visiting the only place you can gather nirn.
I remind you again - its everyones choice if they want to go vampire, or stay vampire.The "so what" is simple. It would wreck the game. That isn't taking into account if you buff one skill line based on a clock you are, for balance, going to have to buff the others. Balance is much more important in an MMO than realism or lore.
ANGEL_BtVS wrote: »For each of the main classes, there are three skill lines with each line having five active skills plus an ultimate. The werewolf skill line also has five active skills plus an ultimate. Same with the Undaunted skill line (but no ultimate). The fighters guild and mages guild have four active skills plus an ultimate. For vampires, there are only two active skills plus an ultimate. Do you think ZOS will ever expand the vampire skill line? Perhaps as part of a vampire/lycan focused DLC this could happen (along with a re-work of the lycan skill line - I don't have any werewolves so can't comment but I've heard it needs it). Any cool ideas for new vampire skills that could be added? What triggered this question was seeing the Vampire Lord rings at the golden vendor this past weekend - it made me start wondering what it would take to make that set useful.
TheShadowScout wrote: »Ah, deja vue. (I wonder if they changes something in the matrix...So they are bad ideas that were not well thought out.)
I have seen the -exact- same kind of arguments before. Back when people were griping about the justice system, and how it would "wreck" crafting when they could no longer pick up any ingredient they saw...
Yes, such changes would make some things more difficult for vampires or werewolves. And some things more easy.
Tradeoffs.
After all, its everyones choice if they go vampy or wolfy.
And it -would- make that choice more -meaningful-As compared to nightblades ganing all the time? Or those days before changes were made when staff and skirt ruled PvP? and a dozend other instances?Werewolves ganking in Cyrodiil every full moon... you can''t see how bad an idea this really is?
But I totalyl would love it is all cyrodil shook in fear every in-game full moon night when packs of werewolves ruled the lands.Possibly. Or make it tricky in other ways. But the same thing can be saif about certain classes...And of course they would have to balance out the full moon powers so werewolf groups couldn't dominate leader boards.
I am not saying this is a worked out concept - its just a bunch of ideas. Balancing them should they be implemented is an entirely different barrel of fish.Easy solution - don't let your gathering character become an bloodsucking fiend then!Do you know how competitive it can get gathering mats? Do you not realize sometimes those mats are on an island or on the other side of the river? No I don't need mist but I don't need to be swimming with an anchor around my neck either.
Mortals should have -some- advantage, dontcha think?
Else everyone would become a vampire... and just imagine how silly that would be (yes, I am somewhat sarcastic here considering how many do)You do realize I went there nirnroot gathering looooong before the region got nerfed for soloplay? Long before my main "git good"? Long before I could win any of the fights there?You said you wanted Vampires weaker in the sun. Many players have enough problems gathering mats in Craglorn last thing they need is to be weaker when visiting the only place you can gather nirn.
And still got away with more mats then I could carry after a while?
Gather smarter! Sneak harder! Pick your path more thoughtful, and it won't matter if you are a bit weaker in the sun, and stronger in the dark.
Because that IS what vampires ought to be following -every- clichee - weaker in the sun, stronger in the dark. It's... a "creature of the night" thing...I remind you again - its everyones choice if they want to go vampire, or stay vampire.The "so what" is simple. It would wreck the game. That isn't taking into account if you buff one skill line based on a clock you are, for balance, going to have to buff the others. Balance is much more important in an MMO than realism or lore.
After all, "balance" does not mean everything has to be exactly the same. Only that the final sum is equal.
But some people just want advantages over advantages (remember, this discussion started with the quest for more vampire skills!), and no drawbacks, huh? And then call that balance...
ANGEL_BtVS wrote: »For each of the main classes, there are three skill lines with each line having five active skills plus an ultimate. The werewolf skill line also has five active skills plus an ultimate. Same with the Undaunted skill line (but no ultimate). The fighters guild and mages guild have four active skills plus an ultimate. For vampires, there are only two active skills plus an ultimate. Do you think ZOS will ever expand the vampire skill line? Perhaps as part of a vampire/lycan focused DLC this could happen (along with a re-work of the lycan skill line - I don't have any werewolves so can't comment but I've heard it needs it). Any cool ideas for new vampire skills that could be added? What triggered this question was seeing the Vampire Lord rings at the golden vendor this past weekend - it made me start wondering what it would take to make that set useful.
Yolokin_Swagonborn wrote: »
you need chill my man
NewBlacksmurf wrote: »Uriel_Nocturne wrote: »Just an unfortunate effect of the way the game has evolved.
I wish Vamps had a fully-fleshed out 5-active-Skill tree.
Oh to dream...
That wouldn’t make sense, it’s an effect not a class. More skills means you can’t use others.
Honestly it should be 100% passives
Because Vampires are more the passive-aggressive types.
timborggrenlarsenb16_ESO wrote: »The vamp skill line is a joke