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Some ideas about vamps and werewolves.

Malacthulhu
Malacthulhu
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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
  • bloodthirstyvampire
    bloodthirstyvampire
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    Like just the skills essentially morph after each stage but we need drawbacks all powerful yet Vampirism is a gift and curse
    The bat one I would die for AGAIN! git it
    The gap closer I can see but every class has a gap closer at this point with streak teleport strike and chains
    Edited by bloodthirstyvampire on May 10, 2018 6:20PM
  • RouDeR
    RouDeR
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    You are beating the dead horse , Werewolf skill line cant even get bug fixes some of which are critical to the playstyle , let alone changes ..
  • Malacthulhu
    Malacthulhu
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    Like just the skills essentially morph after each stage but we need drawbacks all powerful yet Vampirism is a gift and curse
    The bat one I would die for AGAIN! git it

    I am kinda of playing around with the idea, doing werewold first bc I am more of a vamp player. Vamp would follow the same type of penalties.

    Werewolf skills

    Shed Skin
    As you take damage your skin begins to shed transforming you, increasing your damage up to 100% for direct attacks based on missing health for 4 seconds reseting on each direct attack. You take 20% extra poison damage. Other werewolfs can consume the skin to activate a syenergy giving major expedition for 6 seconds.

    Call of the Pack
    You let out a howl allowing other werewolfs to jump straight to you in a 15m radious by activating a syenergy when target is below 30% health. You take 30% exrta poison damage for 10 seconds and taunt target.


    Hircines Kiss
    You mark a target and if they die in 10 seconds they turn into a werewolf follower for 10 seconds. You take 10% extra poison dmg for the duration.

    Pack Master
    You drop your scent on the ground other werewolves can activate the syenergy lending you 5% of their core stats for 30 seconds up to 5 werewolves, you take 5% additional damage from all sources for each one.

    Clinging Claws
    You leap onto your target holding onto them reducing their movment speed by 40% till they break free, shield bash or you run put of stam. While clinging your stamina drains. Using the skill again will release it.

    Passives

    Law of the Pack
    When you group with other werewolves you become a pack and all syenergies are automatic.

    Strength of the pack
    When you are in a group with other werewolves and feed it increases duration in full wolf form for entire pack and gives 1 of 3 random buffs to the pack, Major expedition, major brutality, major beserk for 3 seconds.

    Just a few ideas I am building on.
    Edited by Malacthulhu on May 10, 2018 8:08PM
    Xbox One Na
  • Malacthulhu
    Malacthulhu
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    RouDeR wrote: »
    You are beating the dead horse , Werewolf skill line cant even get bug fixes some of which are critical to the playstyle , let alone changes ..

    The forums are littered with dead horse topics, thanks for choosing mine to bump.
    Xbox One Na
  • bloodthirstyvampire
    bloodthirstyvampire
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    RouDeR wrote: »
    You are beating the dead horse , Werewolf skill line cant even get bug fixes some of which are critical to the playstyle , let alone changes ..

    The forums are littered with dead horse topics, thanks for choosing mine to bump.

    Undead horse AAAAAAAAAAAAND ZOS I HAVE AN IDEA, OK GIT DIS, VAMPIRE HORSES!!!
  • Darrett
    Darrett
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    To me, both Vampire and Werewolf lines need significant buffs. They should be terrifying opponents to fight, at least at stage 3-4 for Vamps and during a transformation for WW.

    The truck is that there need to be equally damaging drawbacks. Greatly strengthen the two lines, decrease the fire weakness, but restore the fighters guild line against those opponents. Work both lines into the bounty system so that running around transformed or at a higher stage of vampirism results in huge bounties and eventual forced PvP flags tied to player rewards for killing the target.
  • TheShadowScout
    TheShadowScout
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    Vampires should have a skill line per stage and werewolfs should also be staged with the same deal.
    Nope. This isn't a World of Darkness MMO, this is an Elder Scrolls MMO...
    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.
    I agree with that one.
    Vampires especially feel like "characters with another skill line", not lime -vampires-
    Werewolves transform, but... are not feeling all that lycantropish either...
    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.
    Nah. Werewolves are fine at their transformation as it is...
    ...what they -could- use is a bit of "back to the basics" of werewolf legends. Like... moons. Moons affecting transformations. Like, no transformation during new moon time, and double transformation time during full moons. Possibly also a semi-mandatory "hunt worthy prey" effect they have to do each full moon or suffer a game-month long "hasn't fed" debuff? With the added effect of -unlimited- transformation time during the full moon nights while the "hunt" quest is active, until the "worthy prey" is taken down?
    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.
    Smell could be implemented as simply an increased stealth detection chance, and it -would- make a lot of sense.

    Faster movement and higher jumping... possibly, when transformed. It would only make sense, right?

    What I for one would want to see is "normal" wolves fleeing instead of aggroing. What wolf in their right mind would attack an bigger predator like a werewolf???

    And if it was technically possible to do, I would like to see a "direwolf transformation" -mount- in the crown store that is -only- usable by werewolves...
    Vampires should have gap closer and some bat and wolf transformations or something.
    Gap closer, definitely. The same one bloodfiends use! I mean, how come that hasn't been part of the vampire skill line from the start?

    Wolf transformation - nope. Leave that to the lycantropes.

    Bat transformation on the other hand... that would be iffy, since technically it might allow flight, and flight is not really a good idea in ESO for technical and game mechanics reasons...
    ...but if werewolves might get a "wolf transformation mount", then vampires ought to get a "bat swarm transformation" -mount- that only vampires can use! (as long as the bat swarm just floats off the ground and is dense enough and big enough to have the same "target size" in PvP as a normal mounted character, it whould not be a problem, right?)
    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 for one would want to see the game start treating those as -monsters- instead of as people with just an extra skill line.

    As in... guards going "kill it with silver" on all werewolves that dare transform within their sight, or "kill it with fire" on all vampires who break "masquerade"... ;)
    Also, normal vendors would refuse to deal with "monsters" and yell for the guard instead (outlaw refugee criminals would have more of a tolerance for monstrosities, and take vampires or whatever in stride...), and normal quest givers would not talk to them, etc.

    Of course... then vampires would also need some extra mechanic to "masquerade" as mortals. Like we -see- Count Verandis Ravenwatch do the first time we meet him? Say, a toggleable skill that lowers their appearance by one stage, meaning when well fed, they will appear as mortal and no guard would be able to tell they are actually bloodsucking fiends... at the cost of an skill slot.

    Also, vampires that let themselves be blood starved and then go among all those bloodbags, oh, sorry, I meant mortals, ought to have a chance of loosing control and randomly attacking some innocent bystander...

    And finally, I really would want to see a vampires swimming speed cut in half or worse. Just to make them avoid "running water" for reasons of... tradition!
    Undead horse AAAAAAAAAAAAND ZOS I HAVE AN IDEA, OK GIT DIS, VAMPIRE HORSES!!!
    ...you mean... a horse that drains the riders -health- instead of their own stamina while gallopping? :p;)
    Generally tho, vampire animals are not a good idea... (unless its rabbits and that is a Monty Python thing!)

    What vampires -could- use though was a mount better suited to their... peculiarities.
    Like, they could make a small one-horse "Nobles Carriage"... and then release a limited "dark" version of the same, with batty motivs and coffin-shaped seats and such... which bloodthirsty vampire noble could resist travelling "dracula style" like that? ;)
    Darrett wrote: »
    To me, both Vampire and Werewolf lines need significant buffs. They should be terrifying opponents to fight...
    ...except that is impossible in an MMO, where all player options need to be more or less balanced to within spitting distance to each other.

    Hard to do that if you go with an approach that is "either you have a fighters guild silver crossbow slotted, then you win automatically against a vampire/werewolf, or you don't, then you loose automatically..." - imagine how much fun that would be? None, that's how much.

    I personally would love to see vampires automatically buffed at game nighttime, and debuffed at game daytime... but I know that would also be lacking in fun for the fvampire players (also because the game has more daytime then nighttime)...

    On the other hand, they -are- terrifying opponents for mortal NPCs, while all the other "vestige" players are more or less about as "mortal" as any vampire or daedra... so it all makes sense again that these super-heroic not-quite-mortals were even matches for vampires and werewolves in general, yes?
  • bloodthirstyvampire
    bloodthirstyvampire
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    VAMPIRE RABBITS!!! YOU SIR ARE A GENIUS LIKE Albert FREAKIN Einstein Genius @TheShadowScout
    Edited by bloodthirstyvampire on May 11, 2018 1:41PM
  • TheShadowScout
    TheShadowScout
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    VAMPIRE RABBITS!!! YOU SIR ARE A GENIUS LIKE Albert FREAKIN Einstein Genius
    Hey, it is not -my- idea...
    giphy.gif
    :p;)
  • yiasemi
    yiasemi
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    Vampire crown crates
    Pakruti throws it down, teeth pop out and savage you, Roll another character. Thems the risks we take.
    Werewolf crown crates
    Leave this unmarked crate unopened (it was hairy on the inside) until next full moon and it devours you. Roll again.
  • bloodthirstyvampire
    bloodthirstyvampire
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    Cattle we call them cattle @TheShadowScout
    Also right I take the genius part back
    Edited by bloodthirstyvampire on May 11, 2018 2:14PM
  • fossoyer
    fossoyer
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    Vampire sheep !!!

    tenor.gif
  • bloodthirstyvampire
    bloodthirstyvampire
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    fossoyer wrote: »
    Vampire sheep !!!

    tenor.gif

    Vampire sheep Isn't it a lost little lamb that is also a vampire
  • lestkarr
    lestkarr
    How about a vampire noble outfit as a reward for mastering vampirism where you have to go back to lamae who gives it to you along with advance skills like mind control option in conversation same thing for werewolves but instead of mind control a inspire fear option?( and a werewolf master look not the same as the polymorph but along the same lines)
  • bloodthirstyvampire
    bloodthirstyvampire
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    lestkarr wrote: »
    How about a vampire noble outfit as a reward for mastering vampirism where you have to go back to lamae who gives it to you along with advance skills like mind control option in conversation same thing for werewolves but instead of mind control a inspire fear option?( and a werewolf master look not the same as the polymorph but along the same lines)
    My matron Is in rags zos c'mon fix it
    @ZOS_GinaBruno @ZOS_JessicaFolsom
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