Vampire is borked, and ya'll can thank the "purists" who didn't like the Elder Scrolls variation of Vampire.
Hunger = Strength, but also inevitable degeneration into a mindless blood-fiend.
Now it's all kinds of backwards, and literally makes zero sense at all.
Welcome to another rendition of Stephanie Meyers, just without the sparkle.
I like the ideas here, especially the tying of abilities to powers and cheaper vampire abilities at the hungry end of the scale.
One thing I would like to point out is that the "backwards vampire" is a relatively new thing in TES games and TES lore. It was added in Oblivion, to much controversy but it has stuck around since then.
Before that point, vampires were very much like the classic vampires from any other story or game, weak and feral when hungry and powerful and human looking when fed.
I don't know why they decided to mix it up for Oblivion but I do not feel like it served any great purpose to do so. Maybe it was an ESRB rating thing, who knows?
I like the ideas here, especially the tying of abilities to powers and cheaper vampire abilities at the hungry end of the scale.
One thing I would like to point out is that the "backwards vampire" is a relatively new thing in TES games and TES lore. It was added in Oblivion, to much controversy but it has stuck around since then.
Before that point, vampires were very much like the classic vampires from any other story or game, weak and feral when hungry and powerful and human looking when fed.
I don't know why they decided to mix it up for Oblivion but I do not feel like it served any great purpose to do so. Maybe it was an ESRB rating thing, who knows?
Personally I wouldn't really say that TES portrayed Vampirism in such a traditional way prior to Oblivion, as the games (Daggerfall and Morrowind) pretty much forced you to solely play a Monstrous vampire. While I do know that Oblivion added the stages, I believe they did so to offer the player a relative balanced dynamic between Well-fed, Humane and Famished, Monstrous. Since there otherwise would be no benefit to the monstrous type of vampires, if they only had weaknesses and no strengths.
Though that is naturally just my assumption. But I did wish to alleviate that with this suggestion, since that would make both the Well-fed, and the Famished vampire equally powerful - but in different ways.
Famished, monstrous, unnatural prowess, a ravenous predator.
Well-fed, humane, magically empowered, a masquerading monster.
Fitting really, if you ask me at least. I did like your suggestion too, though. Even if I fear that any and all large-scale changes are off the table.
I like this suggestion it makes more sense then what sadly gone live and actually gives you a reason to feed. Right now why would you want to feed when you get a fat 12% cost increase in your normal abilities.I know what you're thinking, it is yet another suggestion for the new Vampire Rework. This aims to change as little as possible, while making the vampire balanced between its strength, weaknesses and capabilities. With this proposal, all vampire abilities remain the same, as all changes are exclusively towards the passive function of the vampire and its gameplay loop.
Feeding should once again decreases the Vampires Stages by one at a time, from 4 to 1. This is to better reinforce the unique Elder Scrolls vampire fantasy, while still providing a varied duality in playstyle. All skins are retained at their respective stages. Feeding is still an important aspect to the vampire, no matter well-fed or monstrous, and is constantly encouraged through the natural gameplay loop of Combat -> Exploration -> Socializing
Stage 1:
20% Increased Damage from Fire
20% Reduced Health Recovery
40% Reduced Cost of Vampire Abilities
access to Dark Stalker
access to Blood Ritual
Stage 2:
30% Increased Damage from Fire
40% Reduced Health Recovery
25% Reduced cost of vampire abilities
access to Dark Stalker
access to Blood Ritual
access to Strike From Shadows
Stage 3:
40% Increased Damage from Fire
60% Reduced Health Recovery
10% Reduced cost of vampire abilities
access to Dark Stalker
access to Blood Ritual
access to Strike From Shadows
access to Undeath
Stage 4:
50% Increased Damage from Fire
80% Reduced Health Recovery
Monstrous - Justice System Violation (Major crime on detection)
access to Dark Stalker
access to Blood Ritual
access to Strike From Shadows
access to Undeath
access to Unnatural Movement
In addition to these changes, Undeath should receive a 2% lifesteal, and Unnatural Movement should grant Minor Expedition while sprinting and Minor Force, to better balance Stage 3 & 4 with the massively increased fire damage taken.
These changes will return Vampirism to the unique identity, and balance of the previous Elder Scrolls games, while remaining a unique variant due to the newly revamped abilities and passives. The character is no longer needlessly restricted in their build opportunity, and Vampirism is kept a curse: with both strengths and weaknesses that balances it out. Boom. Equilibrium.
The well-fed vampires, the ones who masquerade within civil society, are fuelled with blood. They can cast and utilize their Vampiric Abilities to a greater extent. The more famished the vampire become, so too does their magical aptitude lessen, in favor of the monstrous nature that dwells within: increasing their unnatural prowess.
This makes the Vampire a much more varied choice, and functional on a greater variety of builds. It will still prove itself a gift, and a curse - via a balance of strength and weaknesses.
Thanks for reading, see ya' all in the next Vampire suggestion thread.
I think it will be hard to balance cost of the vampire skills, looks like or stage 1 will be owerpowered and all players will be vampires again, or at stage 4 players will be hardly use any vampire skills. On live servers more weaknessess + lower vampire skill cost, in your variant less weaknessess + lower vampier skill cost. I understand that there are passives also, but if players will receive powerful and cheap spammable, passives will not matter.
Vampire's should work how they always worked in all games except ESO. If you feed you get stronger, having reduced health regen and more cost to skills is not a strength, it's a weakness.
Vampire's should work how they always worked in all games except ESO. If you feed you get stronger, having reduced health regen and more cost to skills is not a strength, it's a weakness.
In every single Elder Scrolls game, not feeding made you stronger but also increased your vulnerabilities. Like it was before the update.
Spectral_Force wrote: »I feel like one of the keys to Vampire stages working properly is the ability to both advance and reduce stages quickly and conveniently. For example, in the old system you could feed to reduce vampire stage and spam Mist Form to advance it.
LinearParadox wrote: »I love how everyone is bashing on the vamp rework, especially as "not lore-friendly" when for YEARS it was the most immersion-breaking and backwards implementation I've ever seen.
NPCs ignoring stage 4 vampires, who never fed, or used any vampire abilities(because there was only mistform), just got it as a stat-boost and then NEVER ENGAGED WITH THE CONTENT beyond that.
Now you have a version that's a CHOICE. A version with powers and weaknesses that fit a certain playstyle and everyone is crying to go back to the old plain-jane everyone is a vampire because why tf not. Health regen was NEVER a deterrent, health regen is a joke stat and isn't even noticeable outside of meme builds. Fire damage was a bit of a liability, but only in rare situations was it actually a threat worth considering. Otherwise it was just a free 200~ regen and THAT'S IT.
NO ONE FED. NO ONE.