MLGProPlayer wrote: »Vampirism is way too strong with not enough drawbacks. This makes it mandatory for endgame PvE. 10% regen is equivalent to 43 CP points in the regen line or the entire racial regen passive of Altmer, Dunmer, and Breton. That's huge. The extra fire damage is easily mitigated with CP passives and the vampire's own damage reduction passive. Health regen is the worst stat in the game as all heals come in bursts in this game.
This would all be fine if vampirism didn't ruin your character's appearance. But this is an MMO. Character customization is half the fun of playing the game. I didn't spend hours in character creation and making an outfit to ruin it with vampirism.
So, please give us a way to hide the visual effects of vampirism or make it an actual choice with meaningful drawbacks. Because right now, if you want a fully min-maxed character you NEED vampirism. It's not a choice.
NightbladeMechanics wrote: »Hey, do you all hate the looks of all of the vamp stages, or just the 4th and most advanced stage? @casparian pointed out in the vampire feedback discord that the earlier stages might be more attractive to people, but that the last stage may be too grotesque.
I dont like how pale vampirism makes my redguard. I wouldn't mind a beautiful vampire skin that removes the skin color but keeps the red eyes. If they want us to look like vampires im fine, just don't make me look like a skooma addict. Something like serena from skyrim is what I would like to look like
Alpha-Lupi wrote: »Top Two Pain points:
- Vampire Lord Form: as this has been circulating in a few threads long-term, I am gonna be straight to the point, true in the lore of ESO vampire players have a weak strain of sorts, but like most forms of supernatural pestilence, they can mutate over time or even evolve through ritualistic means, mayhaps Vampire lord form could be acquired through a quest upon reaching max vampire rank where they must pay a 2nd visit to their blood matron to evolve their vampiric prowess further(and test the newfound power on even more worm cultists), seriously though, we are talking about the very first vampire in existence, you think she would have had enough power through her subjects to realise the vampiric potential of attaining vampire lord form.
but really, case & point, there needs to be a vampire lord form to be able to match werewolves on equal supernatural footing, I don't know for sure how it could be implemented, but either way, Putting in a vampire lord form as the ultimate(and potentially turning bat swarm & its morphs into a reworked active ability.) could bring in something new. only through the feedback of the community & ZOS's own meetings & discussions along with any notes of the class representatives, can it be perfected properly over time to be a permanent addition to ESO that people can choose to have not just for group, trials and solo content, but for a whole lot more.- Fire weakness Deterrent: the vampires weakness to fire should be looked into, primarily because since stage 2 gives a 15% fire weakness straight off the bat(pun not intended) it is kind of near hard to mitigate through the champion tree(Elemental Defender), really though, it should be like this as a solution: stage 1: no fire weakness(default), Stage 2: 7.5% weakness to fire, Stage 3: 15% fire weakness (adding on 7.5 to 7.5), and then stage 4: 25% weakness to fire(stage 4 default, adding 10 to the 15%.) this could allow a full mitigation at stage 3 with 100 points in elemental defender, allowing most PvE'ers to do dungeons, trials and the maelstrom arena where some parts do almost purely fire damage and end up being too punishing for unprepared vampire players.
Other pain points:
- Active Abilities: in supernatural comparison to werewolves, vampires have 2-3 active abilities less than werewolves, let alone class skill lines. As mentioned in the top two pain points, Vampire lord form could turn bat swarm(and morphs) from an ultimate ability, into a reworked active ability, thus ZOS employers would only have to fit in two active abilities instead of three(mind you it may be equally challenging to turn bat swarm from an ultimate to an active ability, but still.)
- Health Recovery Determent & Unnatural resistance: Because the "Defile" Debuff is powerful on its own(alongside the Befoul Champion skill) it can be pretty bad in PVP in unintended ways for high stage vampires, but that is why as a plausible solution, Unnatural Resistance(which reduces the severity of the health recovery deterrent through stages 2 through 4) should also reduce the effectiveness of Defile Debuffs by a set percentage through stages 2 through 4.(say about 10% at stage 2, 20% at stage 3 and 30% at stage 4.) thus making it harder for non-vampires & werewolves to reduce a vampires health recovery. at least until the Defile Debuff can mathematically be adjusted to more friendlier terms PVP wise.
- Undeath: not as painful a pain point as the others, but really, instead of working below 30%/50% health at rank, it should be 40%/60%, because figuratively, at rank 1/2 (currently) a vampire cannot gain the full effect of Undeath, how exactly are they going to numerically get the full 33% damage reduction while below 30% health? (mostly mathematically challenged here) but at 2/2, one can get the full 33% damage reduction below 50% health when sitting at or less than 17% health. if the 30/50% was changed to 40/60%, one can get the full damage reduction at 1/2 while at or less than 7% health while 2/2 can provide the full damage reduction when sitting on or less than 27% health. (I honestly do not know how the threshold works & the values here are just a rough estimate, but this is something to definitely look into.)
bloodthirstyvampire wrote: »If the vampire dlc is verandis I won't even bother, tho if its lamae bal .That would be a dream, I haaaaaate that pathetic excuse for a vampireIn rivinspire, just happily bending over for molag bal, and actually calling him master, pathetic just absolutely pathetic
I happen to like the way vamps look...
I'm remain a vamp for the regen and looks, and unearth. As a stamplar the regen is good. The fire damage sucks...but I'll make do...since I look cool
1. Vampires need to be more in line with Werewolves in terms of available Skills, just giving them one more Skill and making the the other Vampskills more usefull would make Vamps better
2. The Appearance needs to be looked at, they should look more like Vampires and not like pale Zombies
bloodthirstyvampire wrote: »1. Vampires need to be more in line with Werewolves in terms of available Skills, just giving them one more Skill and making the the other Vampskills more usefull would make Vamps better
2. The Appearance needs to be looked at, they should look more like Vampires and not like pale Zombies
The appearance is fine.
hope this is true.ZOS_GinaBruno wrote: »will be keeping a close eye on this thread
1. The skills are not very interesting or powerful (though mistform is a must have for magicka classes that don't have streak).
2. The passives are OP for PvE and not even remotely worth it for PvP. Increased damage from fire and dawnbreakers is brutal when facing skilled players, and there is basically no reason to be a vamp in PvP unless you either need mistform, or are running a 60k health pool.
Oumalakasha wrote: »I have been trying to incorporate Accelerating Drain into a PvP build centered around high speed. Overall the skill does seem like it could be a little better. Even something like a range increase would help. I do like that the CC is instant and undodgeable (I think), but the skill as a whole seems like it could use a bit of love. Any other ideas for this morph?
TheDoomsdayMonster wrote: »Oumalakasha wrote: »I have been trying to incorporate Accelerating Drain into a PvP build centered around high speed. Overall the skill does seem like it could be a little better. Even something like a range increase would help. I do like that the CC is instant and undodgeable (I think), but the skill as a whole seems like it could use a bit of love. Any other ideas for this morph?
Unfortunately, the stun from this ability is fully dodgable...
Oumalakasha wrote: »TheDoomsdayMonster wrote: »Oumalakasha wrote: »I have been trying to incorporate Accelerating Drain into a PvP build centered around high speed. Overall the skill does seem like it could be a little better. Even something like a range increase would help. I do like that the CC is instant and undodgeable (I think), but the skill as a whole seems like it could use a bit of love. Any other ideas for this morph?
Unfortunately, the stun from this ability is fully dodgable...
Oh dang is it really? I must have read an old list of undodgeable skills then. What a bummer.
TheDoomsdayMonster wrote: »@NightbladeMechanics
Are you the rep for Vampirism? If so, I have a concern that I think should be brought to the Dev teams attention...
The concern is the combat effectiveness of Accelerating/Invigorating Drain during PvP...
In the last year, these abilities have seen significant nerfs; they are now dodgable and their stuns no longer go through block...
Given the risk involved in using these abilities (12m range, vulnerability to being bashed, 3 seconds of doing nothing else other than channeling the ability) should these nerfs exist?
Sure, you can activate the ability and immediately cancel out of it (and get the benefit of the 3 second Hard Stun), but doing that:
1) completely negates the damage its supposed to do...
2) negates the healing you're supposed to get...
3) as pertains Invigorating Drain, you miss out on the entire purpose of the morph which is to generate Ultimate (I currently slot Accelerating Drain over Invigorating largely because of this; at least if you cancel out of Accelerating, you still get the Minor Expedition buff)...
Given the above, is it possible that these nerfs can be undone? Or at the very least, can these abilities be buffed somehow to make up for the combat effectiveness that they have lost?
NightbladeMechanics wrote: »TheDoomsdayMonster wrote: »@NightbladeMechanics
Are you the rep for Vampirism? If so, I have a concern that I think should be brought to the Dev teams attention...
The concern is the combat effectiveness of Accelerating/Invigorating Drain during PvP...
In the last year, these abilities have seen significant nerfs; they are now dodgable and their stuns no longer go through block...
Given the risk involved in using these abilities (12m range, vulnerability to being bashed, 3 seconds of doing nothing else other than channeling the ability) should these nerfs exist?
Sure, you can activate the ability and immediately cancel out of it (and get the benefit of the 3 second Hard Stun), but doing that:
1) completely negates the damage its supposed to do...
2) negates the healing you're supposed to get...
3) as pertains Invigorating Drain, you miss out on the entire purpose of the morph which is to generate Ultimate (I currently slot Accelerating Drain over Invigorating largely because of this; at least if you cancel out of Accelerating, you still get the Minor Expedition buff)...
Given the above, is it possible that these nerfs can be undone? Or at the very least, can these abilities be buffed somehow to make up for the combat effectiveness that they have lost?
Noted. One of the main pain points for vamp so far has been lack of compelling active abilities. Lots of folks want buffs for drain and baleful mist and more active abilities to use. I do not see these being a high priority for zos in the near future, but they're on the list.