DocFrost72 wrote: »What weaknesses will mortals have to offset their buffs?
I think you mean mortals, only 4 out of the 10 races are humans.
Nah.pierrenuiz wrote: »I'd like to see new passives lines one for vampires (does exist), one werewolf and one for normal mortals .
Not everyone, though it could be debated that the vampires have too many advantages and too few drawbacks...pierrenuiz wrote: »every body is a vampire for the special passives
TheShadowScout wrote: »Yeah, there is a lot that could and perhaps should be done to revamp those bloodsucking fiends!
Foremost is the justice system interactions... Necromancing is illegal so we have a mechanic for this... it would only make sense is simply being a vampire would also get the guards riled up, yes? So, make all vampire skills a "criminal act" and also add a "vampire detection chance" per stage, say, 20% at 1, 40% at 2, 80% at 3 and auto at 4, with a "kill on sight" bounty if they find out you're a bloodsucking fiend as the guards come after you with stake and torch, cannot use vendors who would just screech and cower in fear at the "monster" (remember how people reacted to vampires in those rivenspire questings!), etc...
...but also add a "masquerade" skill to toggle that will lower your appearance and thus detection chance by one stage while active - at the cost of one skill slot (meaning, zero chance and completely mortal looking when using that one at stage 1) - just like Count Verandis Ravenwatch obviously is using during the first meeting in Shornhelm!
And also, I would love to see a lot more of the good old vampire clichés brought into ESO vampirism, to make these characters more feel like the classics rather then "just another PC with an extra skill line"...
I would love to see vampires also have a chance of auto-attacking innocents when on stage four. Just a "overwhelming bloodthirst" thing if blood-starved... makes sense, yes? Or perhaps add a "stage five" where this happens, as sign that your vampire has their blood thirst drow for too long and is actually starving now, perhaps with some hefty penalties as well to make it impossible for people to just "park their vampire at S-4" to gain the game benefits without some effort to keep them there or risk sliding into the "bad end" stage...
I would love to see some reason for vampires to shy away from "running water" - it could be a annoyingly reduced swimming speed, or a steady, massive magica drain while swimming... hey, it IS a classic, is it not?
I would love to see a "charm" skill or passive, to allow them to nibble at civilians without it being all crime-ish (as long as noone else sees it, of course). That one -could- also be useful as CC in combat to momentarily daze opponents (although, in most myths this "dominating gaze" only really works if the victim looks deep into the vampires eyes, not exactly something combat-useful...)
I would love to see the vampire feeding to not just -stun- but also damage! In days of blade of woe, it could at least suck away half their victims HP, right? Also, while talking about that... is it not annoying that those two are on the same trigger, and sometimes you use the wrong one if the mob you target moves half a step at the wrong time? Why not combine them both into a "Bite of Woe" that counts for both feedings and assassinations?
I would love to see player vampires use the same skills like common bloodfiends! That shadowy teleport! Definitely should be added to their arsenal, wouldn't you think? Also, bloodfiends... why are those lowly creatures attacking their vampiric superiors? Should they not know their place and realize that this is not a meal, but another undead, and maybe all be "yellow" non-aggro towards player vamps?
I would love to see vampires get a special mount that is -only- useable by characters that are vampires, with some sort of "bat swarm transformation" visuals...
I would love to see vampires stop geting food buff benefits... I mean, should they not be incapable of those, yet get "recently fed" buffs instead? And possibly have the option of making special "vampire" drink recipes with -actual blood- as part of the recipe that gives vampires only special buffs?
I would love to see vampires get a way to store blood in alchemically treated vials for "later use" when feeding at "full" (to sip later for better stage control, or to use in the aforementioned recipes)?
I would love to see vampires have an "vampire sanctuary" where they can gather and sociualize with other vampy players, have vampire-themed gear & furniture vendors, and vampire-themed crafting stations, vampire-themed daily quests (like, "sneak into this nobles home and put the bite towards their nubile daughter to teach them not to mess with the rulers of the night..." or "go into that dwelve and ambush the vampire hunter somewhere in it" or "bring this gift to the vampire lord that lives in this place..." - randomly selected and all over the maps!) and pomme-se-sang NPCs to snack on... they -could- redo and expand the map for the initiation quest for that one, could they not?
There are such passives for mortals already. You take less damage from fire, poison and FG skills.
DocFrost72 wrote: »What weaknesses will mortals have to offset their buffs?
pierrenuiz wrote: »yep why not but again it's a nerf ... and we hate nerf
kathandira wrote: »pierrenuiz wrote: »yep why not but again it's a nerf ... and we hate nerf
I agree that I too don't like being nerfed, but perhaps if the Vampire and Werewolf passives were buffed to compensate it wouldn't be so bad.
Example: Though this would be a pain to balance, cut racial bonuses by 50% for Vampires, and add a special Vampire/Racial bonus for Humans, Elves, and Humanoids.
Do the same for Werewolves

There is no point in having a mortal skill line
There are 10 mortal races on Tamriel. All of them die. Some of them with my axe through their head. Even werewolves are mortal. Vampires are theoretically immortal, but they too can die.
Oh, I am liking this one!kathandira wrote: »How about this as an idea.
Vampire: Reduces the effectiveness of Racial Passives by 50%
Werewolf: Racial Passives no longer active while in Werewolf Form.
...unless it also came with some fire vulvnerability, and consideirng just how many mobs and players like to use fire... well...The Vampire skill line is totally broken. I am amazed there are characters in the game who aren’t vampires.
1 a 10% buff for Mag and Stam recovery in return for doing nothing... you would be insane not to take this.
That was to represent their growing desperation to feed, methinks, how they get more and more bestial and frenzied... much like a desperate human will fight with much greater effort then someone not having their life on the line and such.2 Vampies become MORE powerful the longer they starve... they are actually punished for feeding. You get stronger the less actual vampire stuff you do.
Agreed.There is no point in having a mortal skill line
Well, actually what "immortal" means differs according to what definition of the term someone would apply. And yes, that "cannot die of age of illness" is -ONE- possible definition. One possible "degree" of immortality. There are others, including "cannot die at all, no way, not gonna happen until the end of the universe and possibly beyond" or somewhere in between..."Immortal" does not mean, what you think it does. Being immortal means you cannot die of old age (or illnesses), but you can still be slain. Gods are immortal but not unslayable. They can be killed in real life mythologies (Greek, Latin, Native American, etc.), as well as in the TES Lore.
TheShadowScout wrote: »Nah.pierrenuiz wrote: »I'd like to see new passives lines one for vampires (does exist), one werewolf and one for normal mortals .
Mortals need no passives, they are the baseline after all.
The whole system is set up for giving the bloodsucking fiends and part-time furries a special passive & skill line, balanced by special drawbacks...Not everyone, though it could be debated that the vampires have too many advantages and too few drawbacks...pierrenuiz wrote: »every body is a vampire for the special passives
...I personally would chan ge them quite a bit, not in a "game effect drawback" kind of way, but in an fluff-powered "more annoying to play" kind of way... but I said this before:TheShadowScout wrote: »Yeah, there is a lot that could and perhaps should be done to revamp those bloodsucking fiends!
Foremost is the justice system interactions... Necromancing is illegal so we have a mechanic for this... it would only make sense is simply being a vampire would also get the guards riled up, yes? So, make all vampire skills a "criminal act" and also add a "vampire detection chance" per stage, say, 20% at 1, 40% at 2, 80% at 3 and auto at 4, with a "kill on sight" bounty if they find out you're a bloodsucking fiend as the guards come after you with stake and torch, cannot use vendors who would just screech and cower in fear at the "monster" (remember how people reacted to vampires in those rivenspire questings!), etc...
...but also add a "masquerade" skill to toggle that will lower your appearance and thus detection chance by one stage while active - at the cost of one skill slot (meaning, zero chance and completely mortal looking when using that one at stage 1) - just like Count Verandis Ravenwatch obviously is using during the first meeting in Shornhelm!
And also, I would love to see a lot more of the good old vampire clichés brought into ESO vampirism, to make these characters more feel like the classics rather then "just another PC with an extra skill line"...
I would love to see vampires also have a chance of auto-attacking innocents when on stage four. Just a "overwhelming bloodthirst" thing if blood-starved... makes sense, yes? Or perhaps add a "stage five" where this happens, as sign that your vampire has their blood thirst drow for too long and is actually starving now, perhaps with some hefty penalties as well to make it impossible for people to just "park their vampire at S-4" to gain the game benefits without some effort to keep them there or risk sliding into the "bad end" stage...
I would love to see some reason for vampires to shy away from "running water" - it could be a annoyingly reduced swimming speed, or a steady, massive magica drain while swimming... hey, it IS a classic, is it not?
I would love to see a "charm" skill or passive, to allow them to nibble at civilians without it being all crime-ish (as long as noone else sees it, of course). That one -could- also be useful as CC in combat to momentarily daze opponents (although, in most myths this "dominating gaze" only really works if the victim looks deep into the vampires eyes, not exactly something combat-useful...)
I would love to see the vampire feeding to not just -stun- but also damage! In days of blade of woe, it could at least suck away half their victims HP, right? Also, while talking about that... is it not annoying that those two are on the same trigger, and sometimes you use the wrong one if the mob you target moves half a step at the wrong time? Why not combine them both into a "Bite of Woe" that counts for both feedings and assassinations?
I would love to see player vampires use the same skills like common bloodfiends! That shadowy teleport! Definitely should be added to their arsenal, wouldn't you think? Also, bloodfiends... why are those lowly creatures attacking their vampiric superiors? Should they not know their place and realize that this is not a meal, but another undead, and maybe all be "yellow" non-aggro towards player vamps?
I would love to see vampires get a special mount that is -only- useable by characters that are vampires, with some sort of "bat swarm transformation" visuals...
I would love to see vampires stop geting food buff benefits... I mean, should they not be incapable of those, yet get "recently fed" buffs instead? And possibly have the option of making special "vampire" drink recipes with -actual blood- as part of the recipe that gives vampires only special buffs?
I would love to see vampires get a way to store blood in alchemically treated vials for "later use" when feeding at "full" (to sip later for better stage control, or to use in the aforementioned recipes)?
I would love to see vampires have an "vampire sanctuary" where they can gather and sociualize with other vampy players, have vampire-themed gear & furniture vendors, and vampire-themed crafting stations, vampire-themed daily quests (like, "sneak into this nobles home and put the bite towards their nubile daughter to teach them not to mess with the rulers of the night..." or "go into that dwelve and ambush the vampire hunter somewhere in it" or "bring this gift to the vampire lord that lives in this place..." - randomly selected and all over the maps!) and pomme-se-sang NPCs to snack on... they -could- redo and expand the map for the initiation quest for that one, could they not?
I think you mean mortals, only 4 out of the 10 races are humans.
And what would be the problem with playing vampire becoming enough of a bother that the ones who are only in for the benefits get dioscouraged, considering the usual complaint of:If they implemented those changes, the only Vampires in the game would be role players.
pierrenuiz wrote: »every body is a vampire for the special passives
Weeeelllll...As for a mortal skill line, you already have one its called the Fighters guild that gives you skills that pack more of a punch against players that choose to become Vampires and Werewolfs.
TheShadowScout wrote: »Well, actually what "immortal" means differs according to what definition of the term someone would apply. And yes, that "cannot die of age of illness" is -ONE- possible definition. One possible "degree" of immortality. There are others, including "cannot die at all, no way, not gonna happen until the end of the universe and possibly beyond" or somewhere in between...
I think you mean mortals, only 4 out of the 10 races are humans.
Well if you really wanted to nit pick you could actually say they are not human because humans are from earth and not nirn in the elder scrolls universe. They are "human like" and technically come from the wandering Ehlnofey.
Not to mention breton are half elven.