Dedicate to being a vampire?... that means if one chooses to become one, that would be all they could realistically do in the game on that character. And still be hindered by the drawbacks, and maintaining the form. It is a game for crying out loud!Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Some people who find the game too easy, seem to have used the vampire remake to convince ZOS to use that form to make the game artificially harder. This should never happen. Noone besides the 0.1% who find the game too easy would ever play a vampire again.
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
High_Marshal wrote: »If they really want people who have vampirism to be vampires, then lock each stage behind the number of vampire skills on you bars.
No skills on you bar, you can go no higher than stage 1.
1 skill on both bars and you can get to stage 2.
With the ultimate and two other skills on each bar, you can go to stage 4.
Then all they have to do is make the skills worth having on your bar.
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Forcing players to dedicate themselves to only being a vampire is objectively bad. Its a support set with only 1 direct damage attack.
robertthebard wrote: »
That's bad how, exactly? A player made a choice to become a vampire, and then ignored every aspect of it that was "inconvenient", and now that they'll have to actually be a vampire, it's suddenly bad?
robertthebard wrote: »
That's bad how, exactly? A player made a choice to become a vampire, and then ignored every aspect of it that was "inconvenient", and now that they'll have to actually be a vampire, it's suddenly bad?
Vampirism shouldn't be defined by abilities.
They're not a class, they're a state of being. It should be defined by strengths and weaknesses in equal measure. The "Increased Cost to Regular Abilities" however, spit in the face of build diversity, and in fact ruins the greater appeal of Elder Scrolls. Vampires are renowned as a dangerous predator, master wizards, rogues and warriors. This particular penalty completely disregards that.
It should be changed into something noticeable, a good penalty that is a definite weakness, while not limit build diversity. I.E two good suggestions:
- Change it into "Reduced Healing Received by non-vampire abilities" This is more thematically appropriate to the vampire, and a solid good weakness.
- Change it into "Increased Ability Cost PER Vampire Ability Slotted." This effectively allows the vampire to min-max just how much of a gain and penalty they wish to have in their toolkit, between the decreased cost of vampire abilities and increased cost of regular abilities. (It also allows people to not use vampire abilities at all, thus they don't get the strength nor the weakness involved in ability costs.)
robertthebard wrote: »
They should very definitely be defined by abilities, abilities are why players chose vampirism, otherwise, there wouldn't be any vampires, if they're not going to gain anything from it.
robertthebard wrote: »robertthebard wrote: »
That's bad how, exactly? A player made a choice to become a vampire, and then ignored every aspect of it that was "inconvenient", and now that they'll have to actually be a vampire, it's suddenly bad?
Vampirism shouldn't be defined by abilities.
They're not a class, they're a state of being. It should be defined by strengths and weaknesses in equal measure. The "Increased Cost to Regular Abilities" however, spit in the face of build diversity, and in fact ruins the greater appeal of Elder Scrolls. Vampires are renowned as a dangerous predator, master wizards, rogues and warriors. This particular penalty completely disregards that.
It should be changed into something noticeable, a good penalty that is a definite weakness, while not limit build diversity. I.E two good suggestions:
- Change it into "Reduced Healing Received by non-vampire abilities" This is more thematically appropriate to the vampire, and a solid good weakness.
- Change it into "Increased Ability Cost PER Vampire Ability Slotted." This effectively allows the vampire to min-max just how much of a gain and penalty they wish to have in their toolkit, between the decreased cost of vampire abilities and increased cost of regular abilities. (It also allows people to not use vampire abilities at all, thus they don't get the strength nor the weakness involved in ability costs.)
They should very definitely be defined by abilities, abilities are why players chose vampirism, otherwise, there wouldn't be any vampires, if they're not going to gain anything from it.
robertthebard wrote: »
They should very definitely be defined by abilities, abilities are why players chose vampirism, otherwise, there wouldn't be any vampires, if they're not going to gain anything from it.
I strongly disagree with this centiment, for it was never the Vampires abilities that defined the vampire in prior Elder Scrolls games.
I'll sound like a broken record, but they're a state of being, not a sub-class. Passive strengths and weakness defines the vampires more than any abilities ever have in the Elder Scrolls.
That just means, that you cannot play as vampire healer or vampire tank. If you can take non-vamp, why you would take gimp with 20% cost increase and+ increased fire damage anywhere?
You wouldn't.
Tanking as a vampire is definitely over if these changes go live.
They really didn't think things all the way through.
They need to choose either extra fire damage, OR, extra cost increase....not BOTH. If they want both, those numbers definitely need toned down. Vampire is definitely not so OP that either of those heavy drawbacks are justified.
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Bobby_V_Rockit wrote: »So, part of the main selling point of the new chapter involves crippling any non-RP vampire characters? Classy move.
I loved playing as a vampire and used a few skills, but I also use destro staves, and psijic, and mages guild, etc.
Cost increase is beyond dumb
I am so glad I don't have to force myself being a vampire just to be FOM (more like flavor of the past years). Let's see if 20% ability cost increase is too much or not, but finally there is a real trade-off.
[Snip]
[Edited for bait]
Nemesis7884 wrote: »maybe lets shift the focus of the discussion a bit; I do wholeheartedly think
a) vampirisim should come with benfits and drawback that encourage you to bee a vampire and dedicate to it more than just optimizing a character with a skill and some passives
b) the benefits and drawbacks should be considerable that they are really noticeable and change your playstyle (not just a bit better here and bit less there so that either we end up with no one using vampire or everyone using vampire)
c) I would also like to point to the fact that i have watched now about 5 vampire "testing" videos from ESO creators and pts and they all said the cost increase was NOT such a huge deal in the end and they could build interesting builds around it - and thats from people testing it
I am not necessarily saying the "malus" HAS to be a cost increase or that 20% is the perfect number - if people prefer another system or anoter value - let's discuss it but again
it should be significant both ways to encourage dedication and change your playsytle and build around it and we should look at the current testing done which seems to indicate its less of a deal than people think


It gets trickier the higher rank you go because the ability cost will start to bite chunks out of your regular rotations. But that's obviously intended, since higher rank vampires are meant to be more concentrated on Vampirism. So I really don't understand what people's beef is with these changes. They can just stay rank 1 if they want to make liberal use of their other abilities. Problem solved and they still get access to better moves. Sounds like a win/win to me.
It gets trickier the higher rank you go because the ability cost will start to bite chunks out of your regular rotations. But that's obviously intended, since higher rank vampires are meant to be more concentrated on Vampirism. So I really don't understand what people's beef is with these changes. They can just stay rank 1 if they want to make liberal use of their other abilities. Problem solved and they still get access to better moves. Sounds like a win/win to me.
That's akin to telling werewolf players to "just slot the ultimate and never use it".
When you stay rank one, you get nothing from the passives. No, that's not quite right. What you get is a 5% increase in your ability costs, 5% more flame damage and 10% reduced health regen. But hey, now you can drain your magicka as a ball of mist or drain your health while simultaneously preventing healers from healing you, so it's all good, right?
I think maybe what you might be missing here is that at rank 4, those costs go up to 20% AND the flame damage goes up to 20% AND health regen goes to zero. Not percent, just a flat zero. No health regen at all. The "beef" is that all these changes put together add up to something pretty severe. Perhaps too severe, which is why it's on PTS right now. The devs want to know if that's the case.
It gets trickier the higher rank you go because the ability cost will start to bite chunks out of your regular rotations. But that's obviously intended, since higher rank vampires are meant to be more concentrated on Vampirism. So I really don't understand what people's beef is with these changes. They can just stay rank 1 if they want to make liberal use of their other abilities. Problem solved and they still get access to better moves. Sounds like a win/win to me.
That's akin to telling werewolf players to "just slot the ultimate and never use it".
When you stay rank one, you get nothing from the passives. No, that's not quite right. What you get is a 5% increase in your ability costs, 5% more flame damage and 10% reduced health regen. But hey, now you can drain your magicka as a ball of mist or drain your health while simultaneously preventing healers from healing you, so it's all good, right?
I think maybe what you might be missing here is that at rank 4, those costs go up to 20% AND the flame damage goes up to 20% AND health regen goes to zero. Not percent, just a flat zero. No health regen at all. The "beef" is that all these changes put together add up to something pretty severe. Perhaps too severe, which is why it's on PTS right now. The devs want to know if that's the case.
But it's not the same as telling players to slot the werewolf ultimate and never use it. It's not even remotely the same.
At rank 1 Vampire you have access to all its abilities
It gets trickier the higher rank you go because the ability cost will start to bite chunks out of your regular rotations. But that's obviously intended, since higher rank vampires are meant to be more concentrated on Vampirism. So I really don't understand what people's beef is with these changes. They can just stay rank 1 if they want to make liberal use of their other abilities. Problem solved and they still get access to better moves. Sounds like a win/win to me.
That's akin to telling werewolf players to "just slot the ultimate and never use it".
When you stay rank one, you get nothing from the passives. No, that's not quite right. What you get is a 5% increase in your ability costs, 5% more flame damage and 10% reduced health regen. But hey, now you can drain your magicka as a ball of mist or drain your health while simultaneously preventing healers from healing you, so it's all good, right?
I think maybe what you might be missing here is that at rank 4, those costs go up to 20% AND the flame damage goes up to 20% AND health regen goes to zero. Not percent, just a flat zero. No health regen at all. The "beef" is that all these changes put together add up to something pretty severe. Perhaps too severe, which is why it's on PTS right now. The devs want to know if that's the case.
But it's not the same as telling players to slot the werewolf ultimate and never use it. It's not even remotely the same.
You're right. Werewolves actually get more out of it.At rank 1 Vampire you have access to all its abilities
No, you don't. Several passives specifically say "when at rank x or higher". They do not activate at rank one. As for the active abilities, they are, for the most part, of questionable and/or niche value.