VoidCommander wrote: »It might get nerfed, but I think it is in a good spot where it is. It will be useful for blood for blood even without further changes. I’m just disappointed that using bfb with this ring will likely eliminate the 4-5k dps from a monster set.
As awful as the vampire rework has been, I have a suspicion that this ring was supposed to be the thing that made the kit work. That way, you can finally be a viable vampire again, but only if you pay for access to the ring. The problem is that it will be even more useful for characters not gimped by vampirism, and will be nerfed to bring it in line with their use, which will make it unable to prop up vampires.
So, I'd say leave the ring as it is, but scale the life drain percentage based on the vampire stage of the wearer. Mortals? Something low. 5%? Then go up in 5% increments per vampire stage. Stage 1 gets 10%, 2 gets 15%, etc. That would definitely make higher stage vampire look a bit more compelling.
Vayln_Ninetails wrote: »I feel like for a mythical item if it is going to have any tie in with vamps, it should just remove the negative vamp ability cost?
Why have it remove the ONE good thing vampires get from their passives? That seems kind of silly.
Vayln_Ninetails wrote: »I feel like for a mythical item if it is going to have any tie in with vamps, it should just remove the negative vamp ability cost?
Why have it remove the ONE good thing vampires get from their passives? That seems kind of silly.
To balance it out, really.
Though tbh, I wouldn't mind if it stayed. I would just like it to lock the Vampirism Stage, and remove the awful Regular Ability Cost Increase.
it really gimps anybody that isn't a Magicka Damage Dealer, and it hurts, because thats not what Vampirism is about at all.
Greetings,
Your resident hopeful Vampire is at it again. Hopefully this time, with a change so minor that it just might reach some ears.
It's obvious to any observer, that the Ring of the Pale Order is a very Vampiric themed mythical item. This suggestion will hammer home that point to the max, while also providing an easy solution, that I believe will help out a lot of the struggling vampires out there.
In addition to the percentage of damage dealt returned as health, I propose that this ring also locks the Vampires Stage (If a Vampire) AND negates the Ability Cost Modifiers from their given stage. Both positive and negative.
What would a change like this do? Three things, really:
1. It allows player to actually play a Vampire in their preferred stage. They can feed without worry of increasing their stage, and have an epic experience catered to their preference of play.
2. It allows Vampirism to not be a blatant nerf to Tanks, Healers and Stamina DD's, in particular in the later stages, while still maintaining the core weaknesses of Vampirism (Fire Damage).
3. It prevents Blood for Blood from becoming completely and utterly busted for Magicka DD's, wherein this rings sole strength really lies. While still allowing the ring to be an overall useful tool to any Vampire, regardless of class, build, weapon or primary resource.
I propose that the setbonus tooltip could read something like this:
(1) Restore 15% of the damage you deal as Health. You cannot be healed by anyone but yourself. If the wearer is a Vampire, their Vampirism Stage is locked. In addition, the Stage Ability Cost Modifiers are negated.
---
That's it, my humble little suggestion that would make a worlds difference for my enjoyment as a Vampire in ESO. As a long standing fan, Greymoor left a sour taste in my mouth. But at least a change like this, no matter how inconveniently made through a Mythic Item, would greatly help alleviate a lot of issues with the revamped Vampirism. While of course, still heavily indulge in the Vampiric theme of the Chapter, and be appropriate for a Mythical Ring.
o/
Enjoy, discuss, all that good jazz. Thanks for reading.
Greetings,
Your resident hopeful Vampire is at it again. Hopefully this time, with a change so minor that it just might reach some ears.
It's obvious to any observer, that the Ring of the Pale Order is a very Vampiric themed mythical item. This suggestion will hammer home that point to the max, while also providing an easy solution, that I believe will help out a lot of the struggling vampires out there.
In addition to the percentage of damage dealt returned as health, I propose that this ring also locks the Vampires Stage (If a Vampire) AND negates the Ability Cost Modifiers from their given stage. Both positive and negative.
What would a change like this do? Three things, really:
1. It allows player to actually play a Vampire in their preferred stage. They can feed without worry of increasing their stage, and have an epic experience catered to their preference of play.
2. It allows Vampirism to not be a blatant nerf to Tanks, Healers and Stamina DD's, in particular in the later stages, while still maintaining the core weaknesses of Vampirism (Fire Damage).
3. It prevents Blood for Blood from becoming completely and utterly busted for Magicka DD's, wherein this rings sole strength really lies. While still allowing the ring to be an overall useful tool to any Vampire, regardless of class, build, weapon or primary resource.
I propose that the setbonus tooltip could read something like this:
(1) Restore 15% of the damage you deal as Health. You cannot be healed by anyone but yourself. If the wearer is a Vampire, their Vampirism Stage is locked. In addition, the Stage Ability Cost Modifiers are negated.
---
That's it, my humble little suggestion that would make a worlds difference for my enjoyment as a Vampire in ESO. As a long standing fan, Greymoor left a sour taste in my mouth. But at least a change like this, no matter how inconveniently made through a Mythic Item, would greatly help alleviate a lot of issues with the revamped Vampirism. While of course, still heavily indulge in the Vampiric theme of the Chapter, and be appropriate for a Mythical Ring.
o/
Enjoy, discuss, all that good jazz. Thanks for reading.
Did this change in the PTS?
Because currently on live that is basically all feeding does (at least that I'm aware of) is advance your stage. So outside of maybe role playing purposes, I don't really understand why a Vampire needs to be able to feed without affecting their stage development, since that is the purpose of feeding in the first place. So can't Vampires already effectively lock their stage by simply choosing at what stage to stop feeding at?
I hope they didn't change this aspect of the Vampire, because it was one of the best changes they made.
Vayln_Ninetails wrote: »Greetings,
Your resident hopeful Vampire is at it again. Hopefully this time, with a change so minor that it just might reach some ears.
It's obvious to any observer, that the Ring of the Pale Order is a very Vampiric themed mythical item. This suggestion will hammer home that point to the max, while also providing an easy solution, that I believe will help out a lot of the struggling vampires out there.
In addition to the percentage of damage dealt returned as health, I propose that this ring also locks the Vampires Stage (If a Vampire) AND negates the Ability Cost Modifiers from their given stage. Both positive and negative.
What would a change like this do? Three things, really:
1. It allows player to actually play a Vampire in their preferred stage. They can feed without worry of increasing their stage, and have an epic experience catered to their preference of play.
2. It allows Vampirism to not be a blatant nerf to Tanks, Healers and Stamina DD's, in particular in the later stages, while still maintaining the core weaknesses of Vampirism (Fire Damage).
3. It prevents Blood for Blood from becoming completely and utterly busted for Magicka DD's, wherein this rings sole strength really lies. While still allowing the ring to be an overall useful tool to any Vampire, regardless of class, build, weapon or primary resource.
I propose that the setbonus tooltip could read something like this:
(1) Restore 15% of the damage you deal as Health. You cannot be healed by anyone but yourself. If the wearer is a Vampire, their Vampirism Stage is locked. In addition, the Stage Ability Cost Modifiers are negated.
---
That's it, my humble little suggestion that would make a worlds difference for my enjoyment as a Vampire in ESO. As a long standing fan, Greymoor left a sour taste in my mouth. But at least a change like this, no matter how inconveniently made through a Mythic Item, would greatly help alleviate a lot of issues with the revamped Vampirism. While of course, still heavily indulge in the Vampiric theme of the Chapter, and be appropriate for a Mythical Ring.
o/
Enjoy, discuss, all that good jazz. Thanks for reading.
Did this change in the PTS?
Because currently on live that is basically all feeding does (at least that I'm aware of) is advance your stage. So outside of maybe role playing purposes, I don't really understand why a Vampire needs to be able to feed without affecting their stage development, since that is the purpose of feeding in the first place. So can't Vampires already effectively lock their stage by simply choosing at what stage to stop feeding at?
I hope they didn't change this aspect of the Vampire, because it was one of the best changes they made.
He's talking about locking it at like, stage 1 or 3 but allowing you to still feed. At the moment you cannot still feed without going up in stages.
Because currently on live that is basically all feeding does (at least that I'm aware of) is advance your stage. So outside of maybe role playing purposes, I don't really understand why a Vampire needs to be able to feed without affecting their stage development, since that is the purpose of feeding in the first place. So can't Vampires already effectively lock their stage by simply choosing at what stage to stop feeding at?
I hope they didn't change this aspect of the Vampire, because it was one of the best changes they made.
Because currently on live that is basically all feeding does (at least that I'm aware of) is advance your stage. So outside of maybe role playing purposes, I don't really understand why a Vampire needs to be able to feed without affecting their stage development, since that is the purpose of feeding in the first place. So can't Vampires already effectively lock their stage by simply choosing at what stage to stop feeding at?
I hope they didn't change this aspect of the Vampire, because it was one of the best changes they made.
You could say it's "for rp," but I would say it's an understatement. To me, a vampire character who doesn't feed on people makes roughly as much sense as a werewolf character who doesn't transform into a beast; at this point being labeled a "vampire" or a "werewolf" is entirely irrelevant. I would prefer it if feeding was required to keep my character at a stage where he is most capable and powerful, but, unfortunately, right now it does the exact opposite.
I believe the intent was to allow for players to choose to be a less "corrupted" Vampire who resists the urge to feed. Then the more savage and corrupted ones who feed regularly (stage 4). But that's a different topic.
I was just curious as to why the system needed a mythic item to "lock" stages since players can already effectively lock their Vampire into an earlier stage by simply forgoing feeding. So I was worried they might have changed the current system on live - which I much prefer to the old one.
Feeding regularly to maintain a stage may sound cool on paper. But when put into actual practice it leaves a lot to be desired, because it's kind of hard to take time to go feed while you're in the middle of a dungeon or doing a battleground.
I believe the intent was to allow for players to choose to be a less "corrupted" Vampire who resists the urge to feed. Then the more savage and corrupted ones who feed regularly (stage 4). But that's a different topic.
I was just curious as to why the system needed a mythic item to "lock" stages since players can already effectively lock their Vampire into an earlier stage by simply forgoing feeding. So I was worried they might have changed the current system on live - which I much prefer to the old one.
Feeding regularly to maintain a stage may sound cool on paper. But when put into actual practice it leaves a lot to be desired, because it's kind of hard to take time to go feed while you're in the middle of a dungeon or doing a battleground.
There are no vampires in TES who can "resist the urge to feed" for a prolonged period of time and keep their sanity. Even the most guilt-ridden and/or religious ones (the Ravenwatch vampires, the Tenarr Zalviit, Galur Rithari) feed on humans one way or the other. Or, I suppose, you can also have Valeric's group who consume only animal blood and slowly go insane; other than being unsustainable, this choice is not even available to the PC.
There is also no indication that feeding regularly leads to visually perceivable corruption, loss of regenerative ability, and fatigue/decreased mental capacity/whatever is the possible in-game explanation behind the increased skill cost. All of these deficits are, however, what one would expect to see in a starved vampire.
If you cannot find an NPC to feed on once every 4/6 real life hours, you can always take some Bloody Maras with you and drink them in between your actual potions, which would take just a few seconds of your time and an insignificant amount of gold. To me, this is what an actual reasonable detriment to playing a vampire sounds like, not the ability cost increase or two key skills that prevent your teammates from healing you (which, unlike the mild annoyance of having to take one more consumable, is currently making most - if not all - vampire builds vastly inferior to their non-vampire equivalents).
It is not just one consumable, but two - as you continously have to reapply whatever was lost when applying the Blood Mara.
Vampirism in TES, at least in since Oblivion, has worked on a fundamental practice wherein the more you fed, the more human and lifelike the Vampire appeared, or in other words: socially masquerading. While on the other hand, the more famished the Vampire became, so too did they grow increasingly more monstrous.
ESO very unnessarcily switched that on its head. Now Vampires dont drink blood to stay sane or regain a resembelence of their mortality, but they feed to actively "corrupt" themselves.
I vastly prefer the old system, obviously. But its a lost cause to debate that, because Zenimax has clearly shown that they dont care about the canon implication of Vampirism.
A ring like my suggestion, would simply further add viability to the Vampire across most builds, rather than having Vampirism br a blatant nerf to anything not a Magicka DD, as it currently is (and arguably, still bad.)
.... I just want to have fun playing ESO again. =/
Except its not a Vamoire related items...Lore wise.
Pale Watch as in original name was a garrison of Daggerfall sent to Orsinium to ensure its not rebuilt till King Emeric actually allowed it.
Drinks don't last four hours. You could drink BM before reapplying your buff of choice that was about to run out.
To each their own, but I prefer a system where feeding is mandatory and keeping your character in a good shape requires at least some effort and forethought. To me, it is systems like this (not just this particular issue in isolation) that make - or, rather, could make - vampire gameplay unique, not bat-themed skills or pale skin.
Both Oblivion and Skyrim shied away from punishing the PC's actions the way their own lore demands. This issue is, of course, not exclusive to vampirism.