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Big question: regarding Vampire skill line.

Skullstachio
Skullstachio
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How would the community feel about a potential rework for the Vampire Skill line, As far as I know, I went over a lot of comments and threads regarding them post-Greymoor and beyond, and as I see, PvE wise they are a mess as addressed by the community while they are comfortably average in a PVP setting. there are problems with most skills, one problem was outlined with blood frenzy being “lore breaking” funny enough and not to mention the lack of synergy.

So anyway, do you people want a rework, and if so, what would be some of your ideas to make it stand out well in equal comparison to werewolf? I have a few of my own ideas to add to the table but they are conceptually in-the-works.
If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

If a game does not respect your time, best thing to do is move on from it and find something else.
  • Sephyr
    Sephyr
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    Vevvev recently put out an interesting thread on how certain things feel a bit more complete with the addition of the Ring of the Pale Order, however it's also noted in the thread that the ring isn't exactly the cure-all that people were hoping for. So in the thread it was proposed that there be a split. If you use one ability (either Blood Frenzy, or Blood for Blood), you'd only get 50% healing. But if you use both abilities, you'd be cut off from the group healing (and therefore group buffs). They also emphasize the need for Vampiric Drain to get buffed. Without a means to really fill the 'tank' so to speak, vampire is just rather incomplete. They mention more in the thread and it explains better, but it's an interesting premise for sure and would potentially help with the points of contention along with kind of helping solve some of the other issues (including a bit of the lore).

    As for making something more comparable to werewolf, I think much of that would have to come from passives or being able to have some kind of synergy on one of the abilities to make it more of a 'team' effort. Since werewolf's group synergy is all in it's passives, it's hard not to do a repeat of that to make it on an equal footing. But that's where I'd start.
    Edited by Sephyr on November 16, 2020 7:46AM
  • Skullstachio
    Skullstachio
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    Sephyr wrote: »
    Vevvev recently put out an interesting thread on how certain things feel a bit more complete with the addition of the Ring of the Pale Order, however it's also noted in the thread that the ring isn't exactly the cure-all that people were hoping for. So in the thread it was proposed that there be a split. If you use one ability (either Blood Frenzy, or Blood for Blood), you'd only get 50% healing. But if you use both abilities, you'd be cut off from the group healing (and therefore group buffs). They also emphasize the need for Vampiric Drain to get buffed. Without a means to really fill the 'tank' so to speak, vampire is just rather incomplete. They mention more in the thread and it explains better, but it's an interesting premise for sure and would potentially help with the points of contention along with kind of helping solve some of the other issues (including a bit of the lore).

    As for making something more comparable to werewolf, I think much of that would have to come from passives or being able to have some kind of synergy on one of the abilities to make it more of a 'team' effort. Since werewolf's group synergy is all in it's passives, it's hard not to do a repeat of that to make it on an equal footing. But that's where I'd start.

    Funny you should mention that, That was one of the threads I read recently before I even posted this thread, more importantly, why do you think this thread is here in the first place?
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Sephyr
    Sephyr
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    Sephyr wrote: »
    Vevvev recently put out an interesting thread on how certain things feel a bit more complete with the addition of the Ring of the Pale Order, however it's also noted in the thread that the ring isn't exactly the cure-all that people were hoping for. So in the thread it was proposed that there be a split. If you use one ability (either Blood Frenzy, or Blood for Blood), you'd only get 50% healing. But if you use both abilities, you'd be cut off from the group healing (and therefore group buffs). They also emphasize the need for Vampiric Drain to get buffed. Without a means to really fill the 'tank' so to speak, vampire is just rather incomplete. They mention more in the thread and it explains better, but it's an interesting premise for sure and would potentially help with the points of contention along with kind of helping solve some of the other issues (including a bit of the lore).

    As for making something more comparable to werewolf, I think much of that would have to come from passives or being able to have some kind of synergy on one of the abilities to make it more of a 'team' effort. Since werewolf's group synergy is all in it's passives, it's hard not to do a repeat of that to make it on an equal footing. But that's where I'd start.

    Funny you should mention that, That was one of the threads I read recently before I even posted this thread, more importantly, why do you think this thread is here in the first place?

    To answer your question, probably the same reason as everyone elses - unless you mean specifically in Combat and Mechanics. But you also have to ask yourself the question on what makes this thread any more different than the dozens and dozens of other threads that aimed to do the same thing since Greymoor was a thing on the PTS. I'm not having a go at you, I just don't see how a thread posted in a different category is going to change minds of people who think there's nothing wrong with the lore or the line, or get feedback through when ZOS didn't even listen in the feedback thread that some skills would overperform and that if they went live that they'd create a little over a week meta.
    Edited by Sephyr on November 16, 2020 3:58PM
  • DT-ARR
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    I still maintain that vampire abilities should scale with vampire stage vs just the passives.

    Ex:

    - Stage 1 - BFB deals x damage
    - Stage 2 - BFB deals x1.25 damage
    - Stage 3 - BFB deals x1.5 damage
    - Stage 4 - BFB deals x1.5 damage and adds a life drain dot

    Or something to that effect. This might actually promote using vampire at higher stages and fit with the idea of getting stronger as you progress. As it currently stands there is not enough incentive and far too many drawbacks to advancing.

    I mean... at stage 4 - zero health recovery, +12% reg ability cost, increased fire damage....is in no way offset by the vampire cost decrease and an out of combat invisibility bonus.

    My 2cents
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