Thevampirenight wrote: »Well Blood Fiends at least the ones I've seen seem to be more of a vampiric zombie, or even a Ghoul. Vampirism requires you to be alive for the transition to take hold. Blood Fiends are reanimated undead after being killed by a blood fiend and transforming into a zombie like blood drinking creature after. The only ones lucky enough to become Vampires in the Rivenspire Storyline are those that didn't die from a Blood Fiend but got infected by them.
The ESO vampire, at stage 4, is meant to replicate a bloodfiend, not the powerful edgelord everyone wants. A bloodfiend. That's the trash mob that runs at you to slap you in overland content, which you herd into packs because it's a waste of a rotation to just kill one at a time. That's the design paradigm.
A bloodfiend doesn't have extra resource regen. Why would they need it? Blood is everything to them. That's what they need. A bloodfiend doesn't block, or weave rotations, or anything like that. They just desperately charge you and claw at you. When scared, they run away and hide. This is the Zenimax design philosophy for what a stage 4 player vampire is to be.
Does a bloodfiend heal others? No, they don't care. Does a bloodfiend lead others into battle and take a beating? Of course not. A bloodfiend is a selfish, single-minded creature, desperately needing blood (no regen on their own), and only concerned for their own self preservation. They take what they can, and if someone turns on them to hurt them, they run away and hide.
As a vampire, you don't get stronger or more effective by drinking blood... Instead, you become more of a bloodfiend. These proposed changes don't match Zenimax's core design principle for vampires, and I suspect that's why they have been ignoring such things in the PTS forum.
TropicsDelight wrote: »The vampire skills may need tweaks so that playing an actual vampire is a truly viable and effective way to play the game. It does not have to be META but it should not be a complete handicap either.
NEVER should they work to make vampires a background passive effect. The changes in Greymore may need tweaks and balancing and the sooner they stop placating the enraged masses who used vampire solely for the passive regen they can actually focus on making the vampire work for people that actually want to be a vampire and use those skills.
Thevampirenight wrote: »They should be both passive and active the reason is lorewise they are like like that.
They are known for their passives and abilties. Yes it does need to be an active play style but the passives should be decent as well. There should be a reason to use both the abilties and passives.
TropicsDelight wrote: »Thevampirenight wrote: »They should be both passive and active the reason is lorewise they are like like that.
They are known for their passives and abilties. Yes it does need to be an active play style but the passives should be decent as well. There should be a reason to use both the abilties and passives.
Sure, but the passives in the vampire tree should make you a better vampire. They do not need to make you a better sorc, or necro, or DK, ect... Almost all of the specific skill and passive sections of niche guilds and groups in ESO focus the passives on powering up that tree. There are few passives in the Dark Brotherhood, Mage Guild, or Fighters guild, ect.. that are not focused on powering up those specific skill trees.
People are losing it because they got really spoiled by vampires actually having huge passive buffs that had nothing to do with the actual vampire skill tree. A passive in the vampire tree can make you tank better WHEN using X vampire skill. A vampire passive can up your DPS by upping the damage of actual vampire skills, they can make you a better healer by making healing being dished out to your group by a vampire skill being increased. That is how the passives should work, they should buff the vampire skills.
Thevampirenight wrote: »Clearly you have not played Morrowind or Oblivion.
The passives in both games made you a better sorcerer, a Better mage, a better fighter. They augmented Class skills. Skyrim Vampires augmented Illusion.
The ESO vampire, at stage 4, is meant to replicate a bloodfiend, not the powerful edgelord everyone wants. A bloodfiend. That's the trash mob that runs at you to slap you in overland content, which you herd into packs because it's a waste of a rotation to just kill one at a time. That's the design paradigm.
A bloodfiend doesn't have extra resource regen. Why would they need it? Blood is everything to them. That's what they need. A bloodfiend doesn't block, or weave rotations, or anything like that. They just desperately charge you and claw at you. When scared, they run away and hide. This is the Zenimax design philosophy for what a stage 4 player vampire is to be.
Does a bloodfiend heal others? No, they don't care. Does a bloodfiend lead others into battle and take a beating? Of course not. A bloodfiend is a selfish, single-minded creature, desperately needing blood (no regen on their own), and only concerned for their own self preservation. They take what they can, and if someone turns on them to hurt them, they run away and hide.
As a vampire, you don't get stronger or more effective by drinking blood... Instead, you become more of a bloodfiend. These proposed changes don't match Zenimax's core design principle for vampires, and I suspect that's why they have been ignoring such things in the PTS forum.
navystylz_ESO wrote: »No it doesn't. Nothing about the quest you get even suggests that. Nothing about how NPCs talk to you, or the player being who they are even suggests this. Blood fiends aren't even looked upon as vampires. You just pulled this out your backside just because.
Thevampirenight wrote: »The ESO vampire, at stage 4, is meant to replicate a bloodfiend, not the powerful edgelord everyone wants. A bloodfiend. That's the trash mob that runs at you to slap you in overland content, which you herd into packs because it's a waste of a rotation to just kill one at a time. That's the design paradigm.
A bloodfiend doesn't have extra resource regen. Why would they need it? Blood is everything to them. That's what they need. A bloodfiend doesn't block, or weave rotations, or anything like that. They just desperately charge you and claw at you. When scared, they run away and hide. This is the Zenimax design philosophy for what a stage 4 player vampire is to be.
Does a bloodfiend heal others? No, they don't care. Does a bloodfiend lead others into battle and take a beating? Of course not. A bloodfiend is a selfish, single-minded creature, desperately needing blood (no regen on their own), and only concerned for their own self preservation. They take what they can, and if someone turns on them to hurt them, they run away and hide.
As a vampire, you don't get stronger or more effective by drinking blood... Instead, you become more of a bloodfiend. These proposed changes don't match Zenimax's core design principle for vampires, and I suspect that's why they have been ignoring such things in the PTS forum.
Well Blood Fiends at least the ones I've seen seem to be more of a vampiric zombie, or even a Ghoul. Vampirism requires you to be alive for the transition to take hold. Blood Fiends are reanimated undead after being killed by a blood fiend and transforming into a zombie like blood drinking creature after. The only ones lucky enough to become Vampires in the Rivenspire Storyline are those that didn't die from a Blood Fiend but got infected by them.
Deathlord92 wrote: »I loved your ideas I’m going to try and make my vampire stamblade work either way I want players to be looking over there shoulders in pvp 😈
They tried to make a playstyle based on the concept of a vampire losing their former selves (significantly increased resource costs), and becoming extremely fragile (but more dangerous as they grow more desperate for health) melee combatants. The reward for drinking blood (you know, which the NPC text makes you think is something that makes you strong) is actually the ability to run away and hide. Nothing about that feels strong. The whole pattern actually mirrors the lore around a bloodfiend, who lose themselves entirely and become similar to a feral creature.
A lot of people on PTS wondered why there was any skill cost increase at all, because that makes zero sense in the actual Elder Scrolls vampire lore. But in the context of the lore around a bloodfiend, it makes perfect sense.
I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
LadyNalcarya wrote: »I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
Yeah, I'm not 100% happy with Greymoor implementation but I'm glad that they're moving away from "be a vamp, it's free stat bonus". If vamp would be viable for every playstyle, there would be no incentive to stay mortal, simply because ESO removed the main drawback of vampirism, sun damage.
I will certainly cure most of my characters, but I don't see it as a problem. At least the remaining vamps will have some abilities to play with and not just 10% recovery.
Thevampirenight wrote: »LadyNalcarya wrote: »I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
Yeah, I'm not 100% happy with Greymoor implementation but I'm glad that they're moving away from "be a vamp, it's free stat bonus". If vamp would be viable for every playstyle, there would be no incentive to stay mortal, simply because ESO removed the main drawback of vampirism, sun damage.
I will certainly cure most of my characters, but I don't see it as a problem. At least the remaining vamps will have some abilities to play with and not just 10% recovery.
Well if they need to do another Draw back though its not been a thing since Daggerfall they could add in some holy weakness such as when going near a shrine to one of the divines that isn't a way shrine.
So go near a Shrine of Mara start taking damage go to other such shrines and take damage.
I mean its something that could supplement as a weakness.
But I do like it they can interact with temples and such but they could remove that option so we have to stay away from the Shrines of the Eight.
Why should it be viable for every playstyle? Werewolf isn't viable for every playstyle either.
I think having them work for a specific one is the correct approach. They could widen the range of viability a bit maybe, but not to all of it.
I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
LadyNalcarya wrote: »I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
Yeah, I'm not 100% happy with Greymoor implementation but I'm glad that they're moving away from "be a vamp, it's free stat bonus". If vamp would be viable for every playstyle, there would be no incentive to stay mortal, simply because ESO removed the main drawback of vampirism, sun damage.
I will certainly cure most of my characters, but I don't see it as a problem. At least the remaining vamps will have some abilities to play with and not just 10% recovery.
LadyNalcarya wrote: »Thevampirenight wrote: »LadyNalcarya wrote: »I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
Yeah, I'm not 100% happy with Greymoor implementation but I'm glad that they're moving away from "be a vamp, it's free stat bonus". If vamp would be viable for every playstyle, there would be no incentive to stay mortal, simply because ESO removed the main drawback of vampirism, sun damage.
I will certainly cure most of my characters, but I don't see it as a problem. At least the remaining vamps will have some abilities to play with and not just 10% recovery.
Well if they need to do another Draw back though its not been a thing since Daggerfall they could add in some holy weakness such as when going near a shrine to one of the divines that isn't a way shrine.
So go near a Shrine of Mara start taking damage go to other such shrines and take damage.
I mean its something that could supplement as a weakness.
But I do like it they can interact with temples and such but they could remove that option so we have to stay away from the Shrines of the Eight.
And how often do you visit temples of the Eight? Even if you need to respec, there's a perfectly fine shrine to Sotha Sil in Vvardefell.
Why should it be viable for every playstyle? Werewolf isn't viable for every playstyle either.
I think having them work for a specific one is the correct approach. They could widen the range of viability a bit maybe, but not to all of it.I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.LadyNalcarya wrote: »I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
Yeah, I'm not 100% happy with Greymoor implementation but I'm glad that they're moving away from "be a vamp, it's free stat bonus". If vamp would be viable for every playstyle, there would be no incentive to stay mortal, simply because ESO removed the main drawback of vampirism, sun damage.
I will certainly cure most of my characters, but I don't see it as a problem. At least the remaining vamps will have some abilities to play with and not just 10% recovery.
It's hard to imagine werewolf who uses magic or werewolf who act like a tank, but it's easy to imagine an agile vampire with a sword, a vampire wearing plate armor, a vampire using magic.
Viable for every playstyle and build doesn't mean making every build overpowered, it's meant give opportunity to every role to implement vampire skills, make use of them and make this build feel more vampiric. If something is overpowered it's a problem of balance or bad design of the skill in its core.
I’m not gonna lie I to is worried about vampires but reading this does make me feel a little better about it have you been on pts as a console player I can’t test it myself so all I’m left with is concerns and what others post here hhhhh.TX12001rwb17_ESO wrote: »Deathlord92 wrote: »I loved your ideas I’m going to try and make my vampire stamblade work either way I want players to be looking over there shoulders in pvp 😈
Ignore those who say it will not work, there are plenty of ways it can work
- Blood Scion Gives 10k extra Stamina which will boost weapon damage
- Vampiric Drain has a Morph that restores a slight amount of stamina
- Dark Stalker will let you sneak faster
- Unnatural Movement will let you become invisible without spending precious magicka
- Mist Form is now toggle which means the initial cast is very cheap and more viable for stamina builds
For a Stamina Vampire you will be more about the passives and how they can help you and despite what they will tell you Blood Frenzy cannot kill you, it will deactivate when you no longer have enough health to sustain it, you would be best to make a Hit and Run build, kill them quickly and avoid drawn out fights as the extra cost will be punishing.
Why should it be viable for every playstyle? Werewolf isn't viable for every playstyle either.
I think having them work for a specific one is the correct approach. They could widen the range of viability a bit maybe, but not to all of it.I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.LadyNalcarya wrote: »I don't agree they should be 'viable for every kind of build'; vampirism should be a choice, a meaningful choice with benefit and sacrifice, and you should be required to invest in it to be effective. Whether the greymoor implementation achieves that is yet to be seen, but it certainly looks and feels like a discerned effort to make it so.
Yeah, I'm not 100% happy with Greymoor implementation but I'm glad that they're moving away from "be a vamp, it's free stat bonus". If vamp would be viable for every playstyle, there would be no incentive to stay mortal, simply because ESO removed the main drawback of vampirism, sun damage.
I will certainly cure most of my characters, but I don't see it as a problem. At least the remaining vamps will have some abilities to play with and not just 10% recovery.
It's hard to imagine werewolf who uses magic or werewolf who act like a tank, but it's easy to imagine an agile vampire with a sword, a vampire wearing plate armor, a vampire using magic.
Viable for every playstyle and build doesn't mean making every build overpowered, it's meant give opportunity to every role to implement vampire skills, make use of them and make this build feel more vampiric. If something is overpowered it's a problem of balance or bad design of the skill in its core.
Thevampirenight wrote: »Vampiric Drain Stage 1 and above
Mist Form Stage 2 and above
Eviscerate stage 3, and above.
Hypnotic Gaze Stage 4 only unless stage five in Blood Scion Form.
Thevampirenight wrote: »Vampiric Drain Stage 1 and above
Mist Form Stage 2 and above
Eviscerate stage 3, and above.
Hypnotic Gaze Stage 4 only unless stage five in Blood Scion Form.
Issue with this list is ZOS fully intends Eviscerate to become the new "Vampire Drain". Reason all vampiric drain experience goes to it instead of vampiric drain as you'd expect it to, but it'd be nice to have both skills active at stage 1. Also in Oblivion and Skyrim the vampire seduction spell was a stage 2 active ability so for the sake of consistency should take the #2 spot, mistform should take the #3 spot, and Blood Frenzy takes #4 since its the most bestial and rabid.
Thevampirenight wrote: »Thevampirenight wrote: »Vampiric Drain Stage 1 and above
Mist Form Stage 2 and above
Eviscerate stage 3, and above.
Hypnotic Gaze Stage 4 only unless stage five in Blood Scion Form.
Issue with this list is ZOS fully intends Eviscerate to become the new "Vampire Drain". Reason all vampiric drain experience goes to it instead of vampiric drain as you'd expect it to, but it'd be nice to have both skills active at stage 1. Also in Oblivion and Skyrim the vampire seduction spell was a stage 2 active ability so for the sake of consistency should take the #2 spot, mistform should take the #3 spot, and Blood Frenzy takes #4 since its the most bestial and rabid.
I edited it around a bit making it stage four for Eviscerate. The idea of a very viable vampire for builds and stuff. Some players not liking my idea for vampirism seem to not like it because of this ability being mandatory or something some people chase meta way to much. If its the case then you should have to be at full vampiric power to use it fully in humanoid form or be in Blood Scion form. If its that good then it should require a higher draw back in order to use. Vampirism should be powerful but it should have trade offs that requires you to build with it and I do agree with players on that. But there does need to be viability for any Builds out there too.
The one thing I do agree with in the various posts is that there has to be a good enough draw back so everyone doesn't go for being a vampire like they do live but not everyone would drop it either and would actually play with the new vampirsm. So there has to be a balancing act.