Maintenance for the week of May 18:
· [COMPLETE] NA megaservers for maintenance – May 18, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
· [COMPLETE] EU megaservers for maintenance – May 18, 8:00 UTC (4:00AM EDT) - 13:00 UTC (9:00AM EDT)
The issues on the North American Xbox megaserver have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
Some ideas about vamps and werewolves.
Vampires should have a skill line per stage and werewolfs should also be staged with the same deal.
One thing that I do not like about the two, is that the game play does not make me feel like I am in the role. If you take oblivion for instance with vampires you gained the extra acrobatics and could jump higher almost glide. It felt like you were a vampire etc and I think basic things like this should be implemented into the two subraces.
Werewolf should have stages with the ultimate being a full blown wolfman and intermidiate stages inbetween. There are alot of options for skills and passives to flesh these out.
A werewolf should get a radar being able to see enemies, unlocked with a smell passive or ability. They should be able to jump high and not be restricted by the movement speed cap.
Vampires should have gap closer and some bat and wolf transformations or something.
To balance it I would say each passive and ability should have a cost additional weakness to poison or fire etc. For the abilities after using them it would be an immediate % weakness debuff to fire or posion for x seconds.
I am sure the playerbase has a million ideas aboutabout additional skills and passives and there should be enough that if a person were to unlock all of them they would be 100% glass cannon.
Edited by Malacthulhu on May 10, 2018 5:28PM Xbox One Na