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A creative analysis of the vampire rework

Noxavian
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Alright folks, let's take a moment to get into the meat of what we're actually getting with this rework. Keep in mind this is the ONLY new skill line we're getting for an entire year and that this expansion has most likely been in the works for almost a year. I will only be getting into the active skills because the passives I feel are actually fine and feel more like a proper rework.


Ultimate: Blood Scion This ultimate, when it comes down to it, is an absolute mess and a major disappoint that shows how little thought went into this rework. Don't believe me? Take a look at what you're actually getting: Base ultimate is *literally* a re-skin of the Bone Goliath, an already existing ultimate. Does nothing new that the bone goliath doesn't. Bone goliath gives 30k extra health, this one gives 10k extra of all stats. Still equals to 30k stat distribution. Blood Scion makes all spells heal for 15%, bone goliath makes all heavy/light attacks heal for a flat amount... You get the point. The player also uses weapons in this form like the goliath. The morphs are where the disappointment really is though. For one of the morphs they literally took the OLD vampire ultimate and put it onto the new ultimate. So you got a new ultimate that is a re-skin of an existing ultimate with a morph that is the exact same as the old ultimate. Meanwhile the other morph does nothing new either, just removes stat-based vampire weaknesses for 20 seconds that will immediately return once the ultimate is done. Don't know who this ult was made for. The people that didn't want a new ultimate were perfectly fine with bat swarm and didn't want a transformation ult, but the people that wanted a new ultimate wanted something like Skyrim's vampire lord. Yet this ult, instead of going one way or another, goes with 'neither'. The classic trying to take a scoop out of both bowls scenario. It had to either be all in on keeping the ult the same or completely reimagining it to be like the vamp lord everyone wanted.

Skill #1: Eviscerate This skill should of been the heavy/light attack for the Blood Scion form and no one will ever change my mind about that. The animation looks like trash (love clawing people with a staff, very visceral) and it sounds like you're hitting someone with a wet noodle. This skill SHOULD of been a proper AoE damaging ability (like the placeable bat swarm NPCs get as a basic ability) Cheap animation, cheap sound effects, feels like it should of been a part of the ult. Also design-wise makes no sense since vampires are magicka and magicka users wield staves. Why would I want to get closer to someone to deal damage when my staff and all my other magicka skills are long ranged?

Skill #2: Blood Frenzy A toggle skill that just gives a buff to weapon/spell damage. That's it. This entire skill is uninspiring and is a simple stat steroid. The animation is literally a black, less animated version of Rend Flesh from necromancer. Don't believe me? check it out. Also loooove the idea of giving vampires an ability that drains health for a stat steroid, even though the ultimate is already a stat steroid.

Skill #3: Vampiric drain Completely gutted ability and the animation is absolute trash. Looks like we're sucking pee/mountain dew from people. Really nice. Also this ability no longer CCs and deals practically 0 damage and can be interrupted and placed on a CD. Genuinely confused by this ability's existence. Also randomly has a morph that restores a whole **5%** missing stamina over 3 seconds. WOOOOO. Also oddly enough none of the skills in the vampire rework even use stamina! Yaaaay! One of the morphs is literally the same, the one that regens ultimate. Also: normal vamp NPCs get a cooler blood siphon animation that lifts people up into the air (:

Skill #4: Mesmerize Probably THE BEST skill in the entire rework in terms of creativity. Hypnosis looks very cool, way better than even the ultimate. It has a unique way of operating (targets have to be looking at you) and you can use this skill to talk to NPCs. Non-sarcastic creative points here, I actually really like this skill. Wish the rest of the rework shared this same creativity.... And just like that I'm taking away creative points because all this skill does is CC, nothing else, which is wack because every other CC in the game has some sort of other effect. Would be nice if this applied a health drain or blood curse or something.... Also taking away points because once you realize they just removed the stun from Vampiric drain and threw it into a whole new skill to fill out the skill tree, you become less impressed.

Skill #5: Mist form Yet again, another basically untouched skill. Nothing about this base skill got touched except it was made into a toggle and given a more blood-cloud like animation. neat. Cool. Elusive mist works exactly the same and even adds on the exact same visuals, nothing new. Blood mist though. Oh boi. This was the nail in the coffin for me (pun intended) here. Instead of doing what literally everyone and their mothers expected for a cool skill, they made the visuals look like you turn into a weird MIX of a cloud/pool of blood. Which looks just...weird. And feels EXTREMELY unimpactful when dealing damage. Why not take the suggestion to let people turn into a cloud of bats that siphon away hp of nearby targets? It would look very cool and this is easily the most wanted skill I've seen on the form. At the very least, why not make it the same animation as the bat-swarm DASH vampire NPCs get? With a bit of a charge up you dash forward in a cloud of bats, dealing damage and knocking over the first person you hit....


So there you have it folks. That is what skills you are getting with the rework. Keep in mind this is what you get for an *entire* chapter, no other new actives or anything this year! Doesn't really seem like a creative rework to me. Imagine giving vampire NPCs better animated and fluid/unique skills than players. Truly what a design choice. I too don't like saving money and using the same skills for the NPCs as players.

[Edit to remove bashing]
Edited by [Deleted User] on May 11, 2020 2:25AM
  • Dracane
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    My main saltsource is still the massive cost increase it forces upon ye.
    I understand that they do not want vampire to be a free passive source for people who are not willing to actually make use of the active abilities.

    But could they not at least make it so that the cost penalty only applies when you have no vampire ability slotted? At least give us the choice to work around it. Most vampire abilities are useless or niche on many specs. So that would be sacrifice enough.
    Edited by Dracane on May 10, 2020 4:29AM
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Paradisius
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    Overall, I like the rework. But my pain point is that it could be better. Blood Scion shouldve either been a different ultimate than a transform VL copy, or actually put the effort to copy VL in a promising way, not stop halfway. Another skill is Vampiric Drain, I am completely taken by surprise that they cut the damage by more than half, and then only increase the heal from 15% of missing health to 23%, and the Drain Vigor morph is so..underwhelming. How am I going to make use of regenerating 5% of my missing stamina per tick as a magicka character (Especially since the skill costs magicka, and deals magicka damage). I like the rest of the abilities alot, and tolerate Blood Scion due to its benefits. But Vampiric Drain is something I will never understand.
  • TX12001rwb17_ESO
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    1. Get rid of the Blood Scion and keep the Devouring Swarm Ultimate, maybe return the Original Clouding Swarm as well, it is completely and utterly pointless and the honestly feels like an [snip] just to give the player something like the Vampire Lord form, well guess what let the LDB be the only Protagonist to be a Vampire Lord just like the Champion of Cyrodiil is the only protagonist to become a Daedric Prince, stop giving other Protagonists powers to this mary-sue known as the Vestige, it is bad enough with that Mask of Alkosh Dragon Aspect ripoff, they can stay a lesser Vampire, make the damn form a polymorph instead if people want it, I for one do not want the Blood Scion form but we are now forced during the Vampire quest to assume it, if I turn any other character into a Vampire its going to be by the Vampire bite on the crown store which completely skips the quest and if I never take the ultimate perk then I will not be one.

    2. Turn Eviscerate into a Long-Ranged Claw which displays the Vampires super-speed, they lunge in claw them and appear back to where they cast the ability all within a second.

    3. Animation for Blood Frenzy needs to be more violent, instead of looking like casting a spell it needs to do something like what Magma Armor/Bone Armor does with the player character yelling.

    4. On another note where is our Disease/Poison resistance? isn't the whole reason we cannot be infected with Lycanthropy due to being immune to disease? why do we gain no Disease damage resistance at the very least? hell a vampire who is effected by disease would probably be dead within a month.

    [Edit to remove profanity]
    Edited by [Deleted User] on May 11, 2020 2:33AM
  • Vevvev
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    It would have been cool if they kept clouding swarm in some way, shape, or form. That ultimate ability feels more vampiric than half of the things ZOS has given us during this rework. A cool bat swarm that deals damage and gives you access to a gap closer spammable that deals incredible amounts of damage. You feel like a powerful vampire when that thing is on, not this silly turn on Blood Frenzy and spam Eviscerate all day.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Vevvev
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    4. On another note where is our Disease/Poison resistance? isn't the whole reason we cannot be infected with Lycanthropy due to being immune to disease? why do we gain no Disease damage resistance at the very least? hell a vampire who is effected by disease would probably be dead within a month.

    This is a very good point and aren't vampires immune to paralysis as well? Drain stamina poisons ((the current form of paralysis in ESO)) shouldn't even work on them.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Anhedonie
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    I was a vampire only because ZOS couldn't add pale skin option in their character creator. And now I have to cure.

    That aside though, I was hoping they would treat vampirism the same way it was in Skyrim. Permanent form with its own set of abilities that work in that form. For example, werewolves are like that. It's a bit less creative than I like, but still better than Bone Goliaph reskin we got now.
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Langeston
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    Noxavian wrote: »
    Skill #4: Mesmerize Probably THE BEST skill in the entire rework in terms of creativity. Hypnosis looks very cool, way better than even the ultimate. It has a unique way of operating (targets have to be looking at you) and you can use this skill to talk to NPCs. Non-sarcastic creative points here, I actually really like this skill. Wish the rest of the rework shared this same creativity.... And just like that I'm taking away creative points because all this skill does is CC, nothing else, which is wack because every other CC in the game has some sort of other effect. Would be nice if this applied a health drain or blood curse or something.... Also taking away points because once you realize they just removed the stun from Vampiric drain and threw it into a whole new skill to fill out the skill tree, you become less impressed.
    Mass Hysteria would like to have a word with you.
  • Sephyr
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    Noxavian wrote: »
    So there you have it folks. That is what skills you are getting with the rework. Keep in mind this is what you get for an *entire* chapter, no other new actives or anything this year! Doesn't really seem like a creative rework to me. Whoever designed this rework needs to have a real talking-to. Imagine giving vampire NPCs better animated and fluid/unique skills than players. Truly what a design choice. I too don't like saving money and using the same skills for the NPCs as players.

    I think that's the most unfortunate part of the entire thing. While I appreciate that they're giving us more skills, at the same time they're severely lacking in any form of cohesion. The skills are clunky to weave, the vampire lord form looks horrible without some kind of wings.

    And the people who are touting on the forums "Oh you're just not imaginative enough to build with it"; Full stop right there. It's not that we're unimaginative. It's not that we're NOT willing to put these things on our bar. We want to be vampires with appropriate balancing. We don't want to take something just for the stupid passives. We're wanting something that's engaging, legitimately visceral, and not a rabbit hole of a skill tree. Maxis fleshed out their vampires better than this and that's saying something.
  • xXMeowMeowXx
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    Dracane wrote: »
    My main saltsource is still the massive cost increase it forces upon ye.
    I understand that they do not want vampire to be a free passive source for people who are not willing to actually make use of the active abilities.

    But could they not at least make it so that the cost penalty only applies when you have no vampire ability slotted? At least give us the choice to work around it. Most vampire abilities are useless or niche on many specs. So that would be sacrifice enough.

    This is pretty much the heart of the matter. ZOS really needs to tone down the penalties somewhat, to make vampires more viable all the way around.

    With the new WW changes, WW is a no brainer at this point to grab. It was ridiculous fun in Wolfhunter with the crazy builds you could make. Now it is here again, lol.

    Just thought ZOS would of made vampires during this year, something really fun for the players. Instead, all in all, it seems unfinished and held back from it’s full potential.

    C’est la vie....
    Edited by xXMeowMeowXx on May 10, 2020 7:07PM
  • Ozymandias_13
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    Dracane wrote: »
    My main saltsource is still the massive cost increase it forces upon ye.
    I understand that they do not want vampire to be a free passive source for people who are not willing to actually make use of the active abilities.

    But could they not at least make it so that the cost penalty only applies when you have no vampire ability slotted? At least give us the choice to work around it. Most vampire abilities are useless or niche on many specs. So that would be sacrifice enough.

    It isn't an issue of not being willing, but an issue of being able to make use of the active abilities for the very same reason you stated just below that statement - the abilities are useless or niche. Why should I be punished for not using them if they can't be used to begin with?
    I'm a healer that has healed just about every veteran dungeon (i'm missing a couple DLC dungeons) and i can tell you that depending on who you talk to there are about 20 different "mandatory" abilities my allies expect me to have on my bar at any given point as it is. I have to make sacrifices already by not using the exact identical cookie cutter builds that every other person insists upon and yet i'm supposed to take an additional 20% penalty by not adding in a worthless skill that I already don't have space for?
    No.

    The added cost is bad enough, but it will not be tied into forced usage of a broken skill. If the cost stays it should apply to everyone equally, but decrease the cost as stage goes up instead of increase it.
  • daemonor
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    Thanks. I will comment on each and every post that states vampire form is a dissapoitment. It is. No matter how many roleplayers like it, it's just a 3 ability reskin with a damn toggle and lamest, out of place spammable to ever exist in eso.
    I am full on dissapointed. The werewolf rework looks like a great success on the other hand tho, but i wanted to be proper vampire in eso for almost 5 years now. And good point that this skill line is the only thing were getting during this whole year.

    Psijic was allright, I wonder how people felt about the DB "skill line"? :neutral:
  • ShadowHvo
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    That is very subjective, though.

    Its really a matter of taste and preference. But I otherwise agree with Dracane, the biggest hurdle is the increased regular ability cost. That will make it or break it.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • Noxavian
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    ShadowHvo wrote: »
    That is very subjective, though.

    Its really a matter of taste and preference. But I otherwise agree with Dracane, the biggest hurdle is the increased regular ability cost. That will make it or break it.

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.

    I'll quote this right here: "The ultimate is a re-skin of an existing ultimate that has a morph that is just the old ultimate." That, by definition, is not creative nor displaying effort.

    I will fully agree people can like the rework and skills, but the point of this post is to delve into the FACTS of the skills. Sure some people might like the animations/sound effects, doesn't mean they aren't low quality nor uncreative.

    Someone could like and absolutely love items bought from a dollar store. Doesn't mean the items aren't cheap and lack quality, though.
    Edited by Noxavian on May 10, 2020 9:55PM
  • idk
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    I was thinking we might find insightful information about how the changes played out in combat. Something that would be useful vs reading the tooltips and complaining about them.
  • Noxavian
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    idk wrote: »
    I was thinking we might find insightful information about how the changes played out in combat. Something that would be useful vs reading the tooltips and complaining about them.

    Thread is about the effort and creativity that were put into the design of the skills.

    Not too sure where you got the misconception this thread was going to talk about how the changes played in combat. I don't care if things work in PvP or whatever. Also did mention some things about how some of the skills functuon in combat and how it poorly reflects the design of certain skills.

    There are plenty of other threads talking about how to use the skills in combat. I was wanting to make one about how little design and effort went into the skills.

    But while we're at it, I was expecting a comment that might be helpful to read and would provide insight on your thoughts of the skill's design, but instead I just got complaining. Seems like we're both unhappy huh?
    Edited by Noxavian on May 10, 2020 10:02PM
  • Deathlord92
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    Overall I like the rework only things I’d have changed is giving eviscerate a stamina morph the other morph made range attack for magic builds and either get rid of the 20% cost increase for non vampire skills or nerf it.
  • ShadowHvo
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    Noxavian wrote: »

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.

    I agree with you on the ultimate.

    But claiming that there went no effort into the 5 abilities and the revamped passives is a flat out wrong statement, and you know it.

    You may not like the core idea of the abilities, nor the visuals - but they're a clear improvement on the standard formulae, and look objectively superior, both by animation and coloration.

    Whenever one prefers the ones we got, or the ones that the NPC's received, is purely a subjective opinion.

    I genuinely believe that our new toolset is vastly superior to that of the NPCs, and that is my subjective opinion. Just as it is your subjective opinion, that the NPCs new variants are superior.

    I still firmly believe that ZoS settled for the only solution that they really could, where as they cater to every aspect of a vampire fantasy in one little way or another. Where as you, (From what I've deciphered from our talks) want them to purely focus on the fantasy of the vampire magi, as opposed to the more roguish or warrioresque archetypes.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
  • daemonor
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    ShadowHvo wrote: »
    Noxavian wrote: »

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.

    I agree with you on the ultimate.

    But claiming that there went no effort into the 5 abilities and the revamped passives is a flat out wrong statement, and you know it.

    You may not like the core idea of the abilities, nor the visuals - but they're a clear improvement on the standard formulae, and look objectively superior, both by animation and coloration.

    Whenever one prefers the ones we got, or the ones that the NPC's received, is purely a subjective opinion.

    I genuinely believe that our new toolset is vastly superior to that of the NPCs, and that is my subjective opinion. Just as it is your subjective opinion, that the NPCs new variants are superior.

    I still firmly believe that ZoS settled for the only solution that they really could, where as they cater to every aspect of a vampire fantasy in one little way or another. Where as you, (From what I've deciphered from our talks) want them to purely focus on the fantasy of the vampire magi, as opposed to the more roguish or warrioresque archetypes.

    Well, making something even less appealing than the current vampire skills we got would be quite the task don't you think? They basically couldn't mess up cause they already started from the very bottom.
    While we cannot test if the NPC toolkit is superior to the player one (if were talking about combat?), we can determine that 5 vampire skills + ulti on bar is objectively bad build for any non casual pve or pvp. We can also objectively see, that a pure werewolf build will be at least viable in pve, because they can hit ~90kish dps.

    So we can objectively state, that the long-awaited and marketed expansion as the vampire renaissance was a total failure, cause the side project of werewolves stole the spotlight.

    P.S. I'm still not happy about the visuals, but I can agree that it can be a matter of taste. The lack of imagination is pretty apparent tho.
  • MashmalloMan
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    When you reuse animations from npc's and previous classes that have been around for years, you know there is some serious budget cuts behind the scenes. This clearly started about 2 years ago when ZOS decided to focus on doing year long stories, which are much easier on the workflow for a developement studio. You can reuse and repurpose newer assets, art direction is clear, story is concise. Not that I'm complaining, I like that approach, but the cracks are starting to show through the pavement. It feels like it's being used for budget cuts and a smaller staff, rather than condensing ideas and work flow to provide more value and newer content.

    This also coincides with the announcements that ZOS is designing another game. Many studio's pull half their teams to work on a new game while the "skeleton crew" upkeeps their previous game. Saves money, while also investing in to their future.

    Where was the arena and new weapons that normally comes with the q4 dlc zone in 2019? Southern Elsweyr/Dragonhold felt like 1 of the lowest valued, reskinned dlc content releases to date and I thought Murkmire was bad. If you're going to spend 2/4 DLC per year on a large portion of the value behind Story quests and overland, maybe make it so players who have played longer than 3 months can actually opt in for some type of challenge, the overworld has been a huge issue since One Tamriel. Who is designing this content and why do they not see how starved their end game community is. DLC dungeons get farmed out within the first week, no Arena in 2019, so whats left? 1 trial? Is this what we should expect for 2020?

    Look at all the increased monetization schemes ZOS has released in the past 2 years. We all wanted a way to carry our progress over from 1 caharacter to another for the grindy skill lines, so ZOS turned that into an excellent way to milk the whales by adding purchasable skill lines and skyshards. I'm not complaining because I won't buy it, but someone will and it just reinforces these monetization practices for the future. It's bad enough that they made Jewelry Crafting, Psijic Order and now Scrying/Excavation extremely grindy to promote longevity of play time and reinforcing the idea of buying short cuts on second tries through the crown store, but you also have to gamble your crowns to get the cooler vanity items via crown crates. People are more comfortable to pay for exactly what they want, rather than gamble double for things they DON'T want.

    To top it off, what does this chapter really bring that is different to others? What happened to all their promises? The skill audit, class identity upgrades, performance improvements and CP Revamp. It's just more of the same with a mobile game like approach to exploration in the overland content we've already explored a billion times over due to the Mages Guild and Psijic Order which also force you to explore overland. ZOS makes a lot of empty promises, failing to complete anything they promised us in 2019, in fact, the performance of the game has been horrendous during U25 to the point where all I hear in my guilds when I log in once a week is complaining.

    I have sympathy for the developers and the new combat team, it's not their fault they're tasked with fixing the spaggetti code in this game or that they're severely understaffed for one of the biggest mmos out right now. The direction they've displayed is solid, the execution is lacking. I believe in creating clear standards for everything in the game to help balances sets and abilities, but the standards need work. All I have to say is look at the process of what happened to dots from Elsweyr, to Scalebreaker to Dragonhold. Still in an awful place because they nerfed them so hard the opposite direction.

    They're hanging on by a thread by Zenimax who is unwilling to properly invest into the property. Alcast has been quoted as saying he thinks there is only about 60 people on staff for this game and I believe that statement, he works closely with them. So much so, that he appears to be friends with some of them on Stream, cracking jokes at their expense. 60... That is REALLY low, Warframe has over 200+ and it shows. That game is absolutely beautiful and it's expansions are extremely well developed, polished and "Expansive". The game runs flawlessly.

    Your playbase is starving for real new gameplay mechanics, Scrying/Excavation ARE nice, but they're very grindy and they feel shallow as a chapter seller. I would say this is 1 half of the gameplay mechanics that should of been released with the chapter the same way the Psijic Order and Jewelry Crafting were handled..

    6 years and we're still using the same weapons with weaker, less unique skills. Do I have to ask why ZOS designed Mag DK and Mag Templar as melee ranged magicka users, but never created Melee Magicka weapons yet they have NPC's that use 1h + magic and promotional art dating back to Summerset showcasing the main NPC using this same fighting style, a style that has been a staple of the Elder Scrolls games since Oblivion (handed magic). In both Oblivion and Skyrim I didn't once bother using Staves, opting to sell them at any chance I got. In skyrim most people played their first playthrough using 1h + magic until they realized how poorly thought out the magic damage scaling in that game was, but at first, it was fun and exciting and from visual and idea perspective, it was awesome. Spell Swords were a class specific option in Oblivion!

    But now we have a re-vamped vampire skill line advertised as promotional material to sell Greymoor for the people who don't quite understand that it's a part of the base game and should of been completed years ago. Then we have new exploration skill lines that I can assume very few people ever requested, but must of been seen as great options for this chapter simply because they were easier to develop for during what can be seen as a filler year to ZOS. What I mean by that is, everyone wants new melee magicka weapons, maybe new spears for stamina, new abilities, new morphs, better stamina class identity, more unique sets that don't pidgeon hole every pve setup into Relequen + Lokke, spell crafting which is still on the table and was mentioned 4+ years ago.. But ZOS is Smart, they knew they had to completely revamp skill standards, CP and performance for the longevity of the game, so they chose to skip those highly requested options for 2020. Thus, we're now in a filler year.

    I guarantee you next year will NOT include a new class(good, we have enough now) like the previous pattern suggests (every 2 years = new class), instead, we will get something regarding combat that I listed above. Spell Crafting within a Cyrodil chapter is very much a possibility since that seems to be the next Chapter from digging other people have done, BUT this is only possible if they can manage to complete their skill/class/performance and CP updates within the next year which is starting to look more and more unlikely. If you asked me a year ago, what I thought Greymoor would include as a new gameplay mechanic, I'd say Spell Crafting and the Collage of Winterhold because the skill cost/damage standards are required for a system like that to work, but with hinesight I can safely say they were no where close to prepared for something like that when all of that progress came to a hault for U24/U25. I think they even began to realize this too by starting to focus on performance improvements and abandoning all class/skill updates since it's driving people away from the game.

    TLDR: If you read through that, props to you, please don't quote the whole thing for other peoples sanity. Just dissapointed, wanted much more from this great game this year and instead, I feel like skipping it all together. In reality, I have boughten the chapter, I am addicted and I do love this game and the IP, but its lost a lot of my interest in the past 1-2 years and I had so much hope for it to grow over time, yet it feels like the game is in a state of Limbo. U24 gave me some hope by finally touching on Sorc/DK class identity, even though I've been waiting for 4 years and thought something would of came much sooner when we started seeing the class rep program and notes.. but U25 completely destroyed performance and ruined block cancelling while avoiding class identity and U26 is doing the same. What is there really to look forward to anymore besides updating some builds with Mythic Items?
    Edited by MashmalloMan on May 11, 2020 2:08AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Fur_like_snow
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    I’ll tell you what we got to look forward too is ah-WOOOOOOO when the werewolves rule the night!
    Edited by Fur_like_snow on May 11, 2020 12:53AM
  • Noxavian
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    daemonor wrote: »
    ShadowHvo wrote: »
    Noxavian wrote: »

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.

    I agree with you on the ultimate.

    But claiming that there went no effort into the 5 abilities and the revamped passives is a flat out wrong statement, and you know it.

    You may not like the core idea of the abilities, nor the visuals - but they're a clear improvement on the standard formulae, and look objectively superior, both by animation and coloration.

    Whenever one prefers the ones we got, or the ones that the NPC's received, is purely a subjective opinion.

    I genuinely believe that our new toolset is vastly superior to that of the NPCs, and that is my subjective opinion. Just as it is your subjective opinion, that the NPCs new variants are superior.

    I still firmly believe that ZoS settled for the only solution that they really could, where as they cater to every aspect of a vampire fantasy in one little way or another. Where as you, (From what I've deciphered from our talks) want them to purely focus on the fantasy of the vampire magi, as opposed to the more roguish or warrioresque archetypes.

    Well, making something even less appealing than the current vampire skills we got would be quite the task don't you think? They basically couldn't mess up cause they already started from the very bottom.
    While we cannot test if the NPC toolkit is superior to the player one (if were talking about combat?), we can determine that 5 vampire skills + ulti on bar is objectively bad build for any non casual pve or pvp. We can also objectively see, that a pure werewolf build will be at least viable in pve, because they can hit ~90kish dps.

    So we can objectively state, that the long-awaited and marketed expansion as the vampire renaissance was a total failure, cause the side project of werewolves stole the spotlight.

    P.S. I'm still not happy about the visuals, but I can agree that it can be a matter of taste. The lack of imagination is pretty apparent tho.

    Yeah this is what I'm saying. Objectively these skills don't show any effort or imagination. They literally dont.
  • Noxavian
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    ShadowHvo wrote: »
    Noxavian wrote: »

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.

    I agree with you on the ultimate.

    But claiming that there went no effort into the 5 abilities and the revamped passives is a flat out wrong statement, and you know it.

    You may not like the core idea of the abilities, nor the visuals - but they're a clear improvement on the standard formulae, and look objectively superior, both by animation and coloration.

    Whenever one prefers the ones we got, or the ones that the NPC's received, is purely a subjective opinion.

    I genuinely believe that our new toolset is vastly superior to that of the NPCs, and that is my subjective opinion. Just as it is your subjective opinion, that the NPCs new variants are superior.

    I still firmly believe that ZoS settled for the only solution that they really could, where as they cater to every aspect of a vampire fantasy in one little way or another. Where as you, (From what I've deciphered from our talks) want them to purely focus on the fantasy of the vampire magi, as opposed to the more roguish or warrioresque archetypes.

    They worked on this expansion for about a year. Yes, I dont think Im wrong in saying that for 5 skills and an ultimate that don't even have their proper sound files ready yet, there was no effort or creativity put into them. Especially once you realize this is all we are getting in terms of new skills for this entire year.

    It isn't subjective, it is literally looking at what we have. Also I never said they didn't put effort into the passives, my good sir. In fact one of the first statements of my post is me saying I thought the passives were fine.

    And cool, that's fine, you can think that our toolkit is superior to NPCs. Not saying you can't think that. BUT that also doesn't mean these skills show effort and creativity.

    As once again, that is what this thread is about.


    Also catering to 'every aspect of vampire fantasy' is rough. Where is the blood magic? Why is our new main damage ability melee? They could of easily catered to a bit of everyone if they just took a look at what they did for NPCs.

    Objectively, the skill line as it sits is not creative nor does it show any effort based upon how much effects were re-used and how little actually changed ability wise, as I explained. The amount of effort and creativity put into something isn't subjective as those are literal things. I can pick up a rotten, spoiled apple and say this will taste good and has a great flavor, but that would be objectively wrong because the facts of what is presented don't back up the statement. Same applies here. You can say they were super creative and showed a ton of effort with these abilities, but the facts are simply not there to back up the statement. Whether or not you like it though, is a subjective opinion.

    You know it must be bad when your 5 skills don't even feel like a proper set up for a skill line.

    Glad we can find common ground on the ultimate's design being a testament to their lack of effort and creativity though.
    Edited by Noxavian on May 11, 2020 2:01AM
  • XomRhoK
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    ShadowHvo wrote: »
    Noxavian wrote: »

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.
    You may not like the core idea of the abilities, nor the visuals - but they're a clear improvement on the standard formulae, and look objectively superior, both by animation and coloration.
    More bright and colorful does not mean objectively superior. I like visuals of vampire skills on Live servers more, i think, they better match overall palette of ESO's environment and and looks more vampiric.
  • Noxavian
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    XomRhoK wrote: »
    ShadowHvo wrote: »
    Noxavian wrote: »

    Creativity and effort put into skills being reworked isn't subjective though.

    Effort and work put into something is a fact. Look at all of the abilities I listed, you would have to be kidding yourself if you think any of these changes to abilities are creative. When as explained factually, they are not. You can like them, but that doesn't mean they're creative and display effort by the devs.
    You may not like the core idea of the abilities, nor the visuals - but they're a clear improvement on the standard formulae, and look objectively superior, both by animation and coloration.
    More bright and colorful does not mean objectively superior. I like visuals of vampire skills on Live servers more, i think, they better match overall palette of ESO's environment and and looks more vampiric.

    imagine liking the idea of sucking pee-colored liquid instead of blood from an enemy and not thinking that is objectively bad when compared to the NPC's 'vampiric' blood red drain.
  • Paradisius
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    Noxavian wrote: »
    imagine liking the idea of sucking pee-colored liquid instead of blood from an enemy and not thinking that is objectively bad when compared to the NPC's 'vampiric' blood red drain.

    Pretty much everything about the current PTS Vampiric Drain needs to be changed, damage/healing/visuals. A channel ability only doing 2~3k tool tip damage per second, and only healing for 23% of your missing health. And then a morph that restores 5% of your missing stamina on a skill that scales off magicka stats. It is the oddest 180 ive seen in the entire rework.
    Edited by Paradisius on May 11, 2020 3:15AM
  • Noxavian
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    Paradisius wrote: »
    Noxavian wrote: »
    imagine liking the idea of sucking pee-colored liquid instead of blood from an enemy and not thinking that is objectively bad when compared to the NPC's 'vampiric' blood red drain.

    Pretty much everything about the current PTS Vampiric Drain needs to be changed, damage/healing/visuals. A channel ability only doing 2~3k tool tip damage per second, and only healing for 23% of your missing health. And then a morph that restores 5% of your missing stamina on a skill that scales off magicka stats. It is the oddest 180 ive seen in the entire rework.

    Yeah they must of taken the design of Skyrim's vampire drain, which is hot trash without a scaling mod.

    They saw that and went "yeah vamp drain is meant to be weak, let's go"
  • Merca
    Merca
    In my opinion, it is necessary to compare what happened and what will happen. Vampires used to be nothing about. This innovation will allow to get unique experience of the game, practically a new class is introduced.
  • Vevvev
    Vevvev
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    Noxavian wrote: »

    Yeah they must of taken the design of Skyrim's vampire drain, which is hot trash without a scaling mod.

    They saw that and went "yeah vamp drain is meant to be weak, let's go"

    Funny you say that because the one thing I loved about vampiric drain in ESO was that it was actually useful compared to all the other games. I actually wanted to use it whenever I could and then they nerffed it by putting the stun at the end. The ability had remained untouched for years and then they decided to change it cause they removed all the better stuns and people gravitated to it.

    After using it on the PTS I can't even see it as a vampire ability anymore. You're literally firing a sunbeam at the person ((Invigorating Drain)) or a neon green Gatorade beam ((Whatever the name of the stamina one is)). Like.... why? Why gut the ability like that and make it look so cheesy?
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Noxavian
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    Merca wrote: »
    In my opinion, it is necessary to compare what happened and what will happen. Vampires used to be nothing about. This innovation will allow to get unique experience of the game, practically a new class is introduced.

    What?

    This innovation provides nothing that already doesn't exist within the game. 5 abilities and 1 ultimate are not a new class either.

    I don't understand how you could read an entire post that proves nothing is unique about the abilities (not passives) of the subclass (aside from mesmerize, but again, they literally just took the stun off of drain and made it into an ability...not unique when taking this into consideration.)

    And if your form of a unique experience is going around using re-hashes of old skills and badly designed "new" ones, then by my guest.
  • Merca
    Merca
    There is such a saying - there is no taste and color of comrades. Everyone will not please, there will always be someone who will not like new content.
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