Any communication from the devs/class reps or community manager on the failure of the vamp rework?

VampireLordLover99
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Seems kinda silly that in probably the only year we'll ever have a vampire themed chapter it seems the team over at ZoS have swept this mess of a skill line under the rug in hopes that we forget about it.

Like, just anything at all would be fine. Just something to acknowledge the overwhelming majority of players that don't like the line and the fact it's so far away from what a vampire is in Elder Scrolls we don't share a play style at all similar to that of NPCs. Even if they say they're fine with how it currently is.

EDIT 1: In the off chance that a dev or manager or class rep sees this thread Im making this statement bold and stand out. Literally all you guys have to do is just look at the NPC vampires. Give us a version of that. Don't let these animations and models go to waste. Look at werewolf and how they share skills and playstyle with NPC werewolves. We want that level of connection to our NPC counterparts.


DISCLAIMER: Yes, there are people that like the line. But I refuse to believe that the people that like the line in its current state will not like the line if improvements are done to it based on the overwhelming amount of feedback they've gotten. So, before you comment 'but i like the line guys and i make it work' take this saying into consideration: "A rising tide lifts all ships." Instead of coming on here to say how much you like the line and all of us are wrong, use this thread to voice your opinions on what you'd actually like changed. We are on the same side. We just want a viable, fun vampire.

Nevertheless, essentially I'm making this thread to raise more awareness to this issue. Because, I mean, the failure of the vampire rework on the one year vampires are probably going to get in ESO's life span is kind of a big deal. We deserve to know if they've seen our feedback and plan on doing anything about it. Even if they say they like the line as is, at least it'll be something.

It feels like aside from being nerfed and released this year vampires as player characters really were forgotten. Same with the story over all, honestly. Instead of getting a big, cool ending cinematic for this year at the game awards like we got last year they literally just skipped giving us another vamp cinematic entirely. As if they just want to be done with this year lol.
  • From a skill line that doesn't make any sense mechanically or from a lore perspective. (Only 1 damage skill and the whole skill line is melee without any movement/gap closing skills. Has skills that discourage group play even though all vamps in the game typically run with clans and other vamps. Complete lack of NPC representation in the skill line by making us kill ourselves with blood frenzy and bfb. Also: Why is our main attack a wet-noodle sounding claw swipe? No other vampire uses a claw swipe aside from bloodfiends and those in their transformation. Lore doesn't add up either as vamps are not supposed to kill themselves or exclude themselves from working together. Vampires huddling together in clans and groups is a big thing. This skill line is as far away from an 'elder scrolls vampire' you can get. Feels more like a bloodfiend, honestly.)
  • To a reveal stream that literally showed the new feeding animations and immediately spent the rest of the time showing off a new mount instead of answering any questions or showing any of the skills. All the while the community manager present didn't even know vamps couldnt recovery HP at stage four looked absolutely dumbfounded at it.
  • To an even further back reveal stream where they promised a visceral skill line and one of the devs literally pointed at a statue of a vamp lord and said 'we'd be turning into one of those.'



Don't even get me started on how the skill line lacks basically any new vampire stuff. Meanwhile vamp NPCs get a lot of new creative stuff.
  • Ultimate is just a re-skin of bone goliath. Effect and all. Even has an 'aoe heal' morph. Also Perfect Scion is utterly useless in comparison despite technically being WAY op in terms of lore. Removing vamp weaknesses wasn't even something Harkon or Rada could do. Essentially with this morph they are saying we're literally stronger than vamp lords, but can't be vamp lords.
  • Spammable is a worse-sounding and animated version of DK's claw swipe.
  • Vampiric drain is vampiric drain, but pee color and useless.
  • Blood Frenzy basically doesn't have an animation and is literally just a stat steroid that could have been thrown onto the transformation to make room for a more creative, lore friendly, and animated skill. Absolutely does NOT tick all the boxes to being a vamp in the Elder Scrolls world considering literally no other vampire in the entire Tamriel universe uses a skill like it. Also "animation" has super similar assets to the glow around blood scion and bone goliath.
  • Mesmerize is a unique animation, but the skill becomes less remarkable when you realize they literally just took the stun from vampiric drain and threw it on a melee ranged skill that does nothing else. Mesmerize should have been a dialogue option that base vampires get access to similar to intimidate and persuade from other lines. (Could have thrown this either onto the blood ritual passive or the base feed passive.)
  • Mist form is still mist form more or less. And the visuals for blood mist are absolutely disgusting and have bat-biting sound effects for some reason despite being a pool of blood. And elusive mist still isn't even slightly faster than sprinting and over all has the same animation it once did. Just different color. Arguably my favorite ability in the whole line because at the very least NPCs use it sometimes. Even if Blood Mist should absolutely be called Swarming Mist and be replaced with a swarm of bats.....

This rework is a mess and the community quite frankly deserves answers on the topic regardless of which way you swing on the 'vamp like' or 'vamp dislike' meter. The fact they didn't go into the development process of it at all during the live stream makes me believe they might just not be proud of the line. Especially since they actively ignored the concerns and questions from people like me.
Edited by VampireLordLover99 on December 16, 2020 8:22AM
  • Czekoludek
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    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing
  • VampireLordLover99
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    Czekoludek wrote: »
    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing

    Which is weird because they have a community manager, class reps, and a bunch of forum mods. Yet there's no communication.

    I've never seen an MMO that has this little of communication between devs/managers and their community. On a private FORUM nonetheless.

    With any hope maybe we'll get some answer eventually.
    Edited by VampireLordLover99 on December 16, 2020 8:38AM
  • Deathlord92
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    Things I would like these are just of the top of my head I’m sure there’s more

    • eviscerate should have a stam morph to
    • there should be a way to increase the blood scion duration maybe feed on npc or players but not kill them
    • gives us a cool gap closer stam and mag morph maybe replace blood frenzy. On paper blood frenzy sounds nice but there’s no animation and the skill doesn’t feel like a vampire would be using it very underwhelming.
    Edited by Deathlord92 on December 16, 2020 8:44AM
  • Michae
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    I miss the previous feeding stages. The reverse doesn't really make sense, both mechanically and lore wise. And aesthetics wise I preferred the bluish tint to skills from before, not this neo pink we got now. Some stamina morphs to skills would be nice, since my only vampire atm (rp reasons) is a stam blade.
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • Suna_Ye_Sunnabe
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    I doubt we'll ever see any meaningful improvements to the butchery of a skill line, regretfully.
    Angua Anyammis Ae Sunna
  • Scardan
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    I do not believe that Perfect Scion is "utter useless". It depends. Perfect Scion is better morph if you want to stay at range - damage boost through +10k magica, no cost increase of your ranged class/weapon spammable anymore (psijic line has Clairvoyance, but still, we use other skills too), helps sustain blood frenzy and its morphs.


    I didn't like the vampire, because to use all his passive skills, you have to be in the fourth stage, and it causes some inconvenience. It is necessary to adjust the original build of the character to it, and in the end I felt like some kind of limited necromancer and limited vampire.I will try someday again, when i get false god and some monster sets, but I will still feel myself gimped.

    IMHO a vampire (and a werewolf) should be presented in the game as a class and the prologue for them should tell how you got to such a life, then they will have three branches of skills like everyone else and on this one could build a good vampire gameplay not spoiling the original character class. People would play pure vampires and pure werewolves and feel like they are, and not someone in between.

    EDIT: I don't really care about looks of the scion. I do not like the fact that I am automatically transferred to the third person view after transformation and I can not go back to the usual first person view.
    Edited by Scardan on December 16, 2020 10:28AM
    Let's be extremely precise in our use of terms.
  • northwest01
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    I too miss the old feeding stages. The new feeding animations are super cool, But if I feed now I am doing nothing but making my character weaker.

    And the “Lore” excuse why we are Blood scions and not Vampire Lords feels like a cheap bandaid over the fact that they couldn’t figure out a way to implement it properly in time, So they gave us a half assed Bone Goliath copy paste substitute.

    Also yeah, The abilities are trash.
    Edited by northwest01 on December 16, 2020 10:54AM
  • Ryuvain
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    Just want to clarify: werewolves aren't like npcs either. They can use magic, stay in form, and also have behemoth.

    Also werewolf lords using claws if anyone remembers.
    Edited by Ryuvain on December 16, 2020 11:54AM
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • ccfeeling
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    Who will slot vampire ultimate?

    Why dev create something no people interested?
  • Scardan
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    ccfeeling wrote: »
    Who will slot vampire ultimate?

    Why dev create something no people interested?

    A vampire.
    There are people interested.
    Vampire can be interesting strong solo build.
    Let's be extremely precise in our use of terms.
  • Vevvev
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    [*] To a reveal stream that literally showed the new feeding animations and immediately spent the rest of the time showing off a new mount instead of answering any questions or showing any of the skills. All the while the community manager present didn't even know vamps couldnt recovery HP at stage four looked absolutely dumbfounded at it.
    [/list]

    Oh man I remember that. Felt so bad for Gina and it was bugging me the whole time when she still didn't heal herself. Then the smug reply afterwards by one of the devs (forgot which) when Gina pointed that out was, "That's the price you pay." Last I checked the no health regeneration was a consequence of not feeding in TES lore...
    [*] Mesmerize is a unique animation, but the skill becomes less remarkable when you realize they literally just took the stun from vampiric drain and threw it on a melee ranged skill that does nothing else. Mesmerize should have been a dialogue option that base vampires get access to similar to intimidate and persuade from other lines. (Could have thrown this either onto the blood ritual passive or the base feed passive.)
    [/list]

    Actually its not unique in its animation at all. You know the animation that plays when a healer NPC starts healing someone? Or the animation where you purge something? Its the same cut animation, but with added sparkles, rose petals, and a shockwave.


    Overall you have valid points on why this rework is pretty bad. Over the year I've gotten a little complacent with it, and even made it work really well after Markarth gave us the Ring of the Pale Order, but it really does need to be looked at again. Its a mishmash of poorly executed ideas with mainstream vampirisim and hollywood blood magic thrown on top. Is it strong? In certain scenarios it is, but is it fun and lore friendly? Absolutely not.
    Edited by Vevvev on December 16, 2020 8:34PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Ratzkifal
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    I like a lot about the new vampire but there are many things I dislike about it too.

    The feeding reversal was a mistake. Gameplay is a form of storytelling and has a narrative purpose. By letting players become vampires, you give people access to experience what it's like to be a vampire in the Elder Scrolls universe. The feeding reversal makes it so that you do not get to experience what it's like to be a vampire, but rather a very specific brand of vampire. Now that was the case in previous games too, but not to such a drastic extend. Mechanically it rarely mattered if you are from the Berne clan or a Volkihar. Lamae's clan functions fundamentally different from all the others because of her experiments! Some people prefer it that way, and they are free to do so, but enforcing a niche to become the mainstream is kind of defeating the narrative purpose that gameplay serves. Any future update to vampirism should allow us to make a choice if we want to be a standard vampire or one of Lamae's guinea pigs.

    Furthermore it is a pain to switch between the vampire stages because there are no ways of lowering your stage without Bloody Mara and when you are stage 4 and can't interact with NPCs you need to wait or waste a skill point. In the old system you could feed to lower your stage and use vampire skills to increase your stage. I get why this wouldn't work for the new system, but the stages were a lot easier to manage before.

    The stages of vampirism are too binary for what should have been a quarternary system.
    Vampires get all the benefits to vampirsm at advanced stages but only little benefits at stage one, yet all of the drawbacks are already present at the first stage. This makes Stage 1 undesirable but the drawbacks without the boni of the late stages are not worth it, so you either go all the way to stage 4, or you get yourself cured. Stage 1 vampires should get no drawbacks aside from additional fire damage taken, but no further benefits aside from access to the passives and skills. That allows people to be a vampire for roleplaying purposes without damaging their effectiveness in any other content. Starting at Stage 2, the weakness to fire should become progressively worse, just like now, but instead of skill cost increase, vampire skill cost reduction and health regeneration reduction vampires should get a penalty to healing received from non-vampire abilities.
    Whether Health regeneration should be put to 0 or actually increased is up to debate. There are good arguements for either side. Perhaps it should be put to 0 out of combat, but jump up whenever you've dealt damage?
    As for the passives, Strike from the Shadows should be active at stage 1 and scale with your stage, either in duration or amount of weapon/spell damage granted. Unnatural Movement should also scale, allowing you to become invisible after sprinting for 12/9/6/3 seconds depending on stage. These little changes already dramatically change the vampire experience for the better and help to distinguish your build from its mortal counterpart without impacting its effectiveness.

    There is more to be said about the active abilities than I have the time for right now, so I might add something later. I just find it a criminal offense that vampires do not get to apply "major lifesteal" anywhere on their kit and that they only heal from damage inflicted when using ring of the pale order or activate their ultimate.

    Vampire is designed to be its own class instead of being a suplement to it.
    The cost increase to your regular skills is the biggest thing that's holding vampirism back. I get why becoming a vampire would make me a worse Templar but there is absolutely no reason it would make me a worse necromancer. Why does my necromancy get more difficult if I want to be a vampire? There are plenty of great vampire necromancers around.
    Vampirism is supposed to add a twist to each class, instead what we get is that you have to design a vampire build and use as many of the vampire skills as possible to be efficient as a vampire. That makes absolutely no sense and makes all vampire builds feel the same. While this design makes sense for the werewolf transformation and would make sense for a vampire lord transformation in the style of the werewolf, it doesn't for your average untransformed vampire. I get why we cannot let vampirism make your average skills cheaper anymore, but making them more expensive is just wrong.
    This Bosmer was tortured to death. There is nothing left to be done.
  • TX12001rwb17_ESO
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    Ratzkifal wrote: »
    Any future update to vampirism should allow us to make a choice if we want to be a standard vampire or one of Lamae's guinea pigs.

    Well maybe since Lamae is the original Vampire maybe her idea of a Vampire is the true Vampire, it sure does seem like she decided that Vampires have to consume blood according to her dialogue in the vision of when she became one.
  • Ryuvain
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    Ratzkifal wrote: »
    I like a lot about the new vampire but there are many things I dislike about it too.

    The feeding reversal was a mistake. Gameplay is a form of storytelling and has a narrative purpose. By letting players become vampires, you give people access to experience what it's like to be a vampire in the Elder Scrolls universe. The feeding reversal makes it so that you do not get to experience what it's like to be a vampire, but rather a very specific brand of vampire. Now that was the case in previous games too, but not to such a drastic extend. Mechanically it rarely mattered if you are from the Berne clan or a Volkihar. Lamae's clan functions fundamentally different from all the others because of her experiments! Some people prefer it that way, and they are free to do so, but enforcing a niche to become the mainstream is kind of defeating the narrative purpose that gameplay serves. Any future update to vampirism should allow us to make a choice if we want to be a standard vampire or one of Lamae's guinea pigs.

    Furthermore it is a pain to switch between the vampire stages because there are no ways of lowering your stage without Bloody Mara and when you are stage 4 and can't interact with NPCs you need to wait or waste a skill point. In the old system you could feed to lower your stage and use vampire skills to increase your stage. I get why this wouldn't work for the new system, but the stages were a lot easier to manage before.

    The stages of vampirism are too binary for what should have been a quarternary system.
    Vampires get all the benefits to vampirsm at advanced stages but only little benefits at stage one, yet all of the drawbacks are already present at the first stage. This makes Stage 1 undesirable but the drawbacks without the boni of the late stages are not worth it, so you either go all the way to stage 4, or you get yourself cured. Stage 1 vampires should get no drawbacks aside from additional fire damage taken, but no further benefits aside from access to the passives and skills. That allows people to be a vampire for roleplaying purposes without damaging their effectiveness in any other content. Starting at Stage 2, the weakness to fire should become progressively worse, just like now, but instead of skill cost increase, vampire skill cost reduction and health regeneration reduction vampires should get a penalty to healing received from non-vampire abilities.
    Whether Health regeneration should be put to 0 or actually increased is up to debate. There are good arguements for either side. Perhaps it should be put to 0 out of combat, but jump up whenever you've dealt damage?
    As for the passives, Strike from the Shadows should be active at stage 1 and scale with your stage, either in duration or amount of weapon/spell damage granted. Unnatural Movement should also scale, allowing you to become invisible after sprinting for 12/9/6/3 seconds depending on stage. These little changes already dramatically change the vampire experience for the better and help to distinguish your build from its mortal counterpart without impacting its effectiveness.

    There is more to be said about the active abilities than I have the time for right now, so I might add something later. I just find it a criminal offense that vampires do not get to apply "major lifesteal" anywhere on their kit and that they only heal from damage inflicted when using ring of the pale order or activate their ultimate.

    Vampire is designed to be its own class instead of being a suplement to it.
    The cost increase to your regular skills is the biggest thing that's holding vampirism back. I get why becoming a vampire would make me a worse Templar but there is absolutely no reason it would make me a worse necromancer. Why does my necromancy get more difficult if I want to be a vampire? There are plenty of great vampire necromancers around.
    Vampirism is supposed to add a twist to each class, instead what we get is that you have to design a vampire build and use as many of the vampire skills as possible to be efficient as a vampire. That makes absolutely no sense and makes all vampire builds feel the same. While this design makes sense for the werewolf transformation and would make sense for a vampire lord transformation in the style of the werewolf, it doesn't for your average untransformed vampire. I get why we cannot let vampirism make your average skills cheaper anymore, but making them more expensive is just wrong.

    I do agree with most of what you said, but your changes to passives and stages would break balance again.

    The scaling passives with no cost increase downside sound amazing, but at that point why would anyone NOT be a vampire? You get all passives and skills at level 1. Fire damage doesn't exist in all content.
    Edited by Ryuvain on December 16, 2020 7:52PM
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • Mettaricana
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    Czekoludek wrote: »
    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing

    Which is weird because they have a community manager, class reps, and a bunch of forum mods. Yet there's no communication.

    I've never seen an MMO that has this little of communication between devs/managers and their community. On a private FORUM nonetheless.

    With any hope maybe we'll get some answer eventually.

    Think they checked out for vacation the second they hit the launch button on markarth
  • Josira
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    but..but..blood frenzy ticks all the boxes as to what it means to be a vampire!
    "BlooD FReNZy TicKS aLL thE BoXes of WhaT iT mEanS tO bE a VaMpiRe"
  • VampireLordLover99
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    Ryuvain wrote: »
    Just want to clarify: werewolves aren't like npcs either. They can use magic, stay in form, and also have behemoth.

    Also werewolf lords using claws if anyone remembers.

    Okay, only a couple werewolves used magic in their form. The over all skill set of werewolves mirrors that of the normal werewolf npc one for one. While I agree you guys should have behemoth too, make no mistake in thinking NPCs don't share every single one of your abilities
  • VampireLordLover99
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    Scardan wrote: »
    ccfeeling wrote: »
    Who will slot vampire ultimate?

    Why dev create something no people interested?

    A vampire.
    There are people interested.
    Vampire can be interesting strong solo build.

    I love that vampire's only use is being an "interesting" solo build. Even though vampires are notorious for grouping and working in clans within ESO. And the ultimate is still a re skin of an existing ability. Not saying it's trash, but saying the creativity and design behind such an ability is god awful.

    There's plenty of people interested in an actual vampire skill line. This just ain't it.
    Edited by VampireLordLover99 on December 16, 2020 8:27PM
  • Ryuvain
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    Ryuvain wrote: »
    Just want to clarify: werewolves aren't like npcs either. They can use magic, stay in form, and also have behemoth.

    Also werewolf lords using claws if anyone remembers.

    Okay, only a couple werewolves used magic in their form. The over all skill set of werewolves mirrors that of the normal werewolf npc one for one. While I agree you guys should have behemoth too, make no mistake in thinking NPCs don't share every single one of your abilities

    I already agreed that vamps have it worse. But 99% of werewolf bosses use magic in the base form we have. It's like how vamps can't use npc abilities. Again, I already know vamps have it much worse.
    Doesn't help that every werewolf leader nowadays is a behemoth meaning that they should be just as common as normal wolves now. There's even unnamed behemoths in overworld now that aren't even bosses lol. So much for them being rare and unattainable for players.

    Btw I play both.
    Scardan wrote: »
    ccfeeling wrote: »
    Who will slot vampire ultimate?

    Why dev create something no people interested?

    A vampire.
    There are people interested.
    Vampire can be interesting strong solo build.

    I love that vampire's only use is being an "interesting" solo build. Even though vampires are notorious for grouping and working in clans within ESO. And the ultimate is still a re skin of an existing ability. Not saying it's trash, but saying the creativity and design behind such an ability is god awful.

    There's plenty of people interested in an actual vampire skill line. This just ain't it.

    Agreed. The re-skin should've been fully unique instead.
    Edited by Ryuvain on December 16, 2020 8:31PM
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • VampireLordLover99
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    Josira wrote: »
    but..but..blood frenzy ticks all the boxes as to what it means to be a vampire!

    I'd love to get this quote on a shirt
  • Ratzkifal
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    Ratzkifal wrote: »
    Any future update to vampirism should allow us to make a choice if we want to be a standard vampire or one of Lamae's guinea pigs.

    Well maybe since Lamae is the original Vampire maybe her idea of a Vampire is the true Vampire, it sure does seem like she decided that Vampires have to consume blood according to her dialogue in the vision of when she became one.

    Not really. She might be the first vampire, which actually might not be true at all considering the Markarth lore and the ancient underground vampire empires, but she isn't the only pure blooded vampire and thus not the ultimate authority on the matter. Many after her have been turned by Molag Bal himself and spread the unaltered affliction, herself included before she changed her own blood. So plenty of vampires should still follow the traditional way, especially considering later games.
    This Bosmer was tortured to death. There is nothing left to be done.
  • VampireLordLover99
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    Ryuvain wrote: »
    Ryuvain wrote: »
    Just want to clarify: werewolves aren't like npcs either. They can use magic, stay in form, and also have behemoth.

    Also werewolf lords using claws if anyone remembers.

    Okay, only a couple werewolves used magic in their form. The over all skill set of werewolves mirrors that of the normal werewolf npc one for one. While I agree you guys should have behemoth too, make no mistake in thinking NPCs don't share every single one of your abilities

    I already agreed that vamps have it worse. But 99% of werewolf bosses use magic in the base form we have. It's like how vamps can't use npc abilities. Again, I already know vamps have it much worse.
    Doesn't help that every werewolf leader nowadays is a behemoth meaning that they should be just as common as normal wolves now. There's even unnamed behemoths in overworld now that aren't even bosses lol. So much for them being rare and unattainable for players.

    Btw I play both.
    Scardan wrote: »
    ccfeeling wrote: »
    Who will slot vampire ultimate?

    Why dev create something no people interested?

    A vampire.
    There are people interested.
    Vampire can be interesting strong solo build.

    I love that vampire's only use is being an "interesting" solo build. Even though vampires are notorious for grouping and working in clans within ESO. And the ultimate is still a re skin of an existing ability. Not saying it's trash, but saying the creativity and design behind such an ability is god awful.

    There's plenty of people interested in an actual vampire skill line. This just ain't it.

    Agreed. The re-skin should've been fully unique instead.

    Ah, I didn't know behemoths were in the overworld now too. Werewolves still share their entire kit with basic NPCs. A compromise, though, should be you can choose werewolf behemoth as a morph option. Combine the two current werewolf morphs and create a third one that changes the abilities or at least gives y'all the behemoth model.

    This same thing could be done for vamps and vamp lords. While werewolves do share an entire kit with their npc counterpart, vamps just straight up don't even act like a vampire when compared to NPCs. It's waaaaay worse I agree. Not to mention at least Werewolf is viable in all content right now. Meanwhile vamp is literally only good for soloing in pve or spam ganking in pvp.
  • Vevvev
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    [NPCs. It's waaaaay worse I agree. Not to mention at least Werewolf is viable in all content right now. Meanwhile vamp is literally only good for soloing in pve or spam ganking in pvp.

    Also forgot cheesing Dummy tests, sneak speed crafting builds, and cheesing infinite resources when paired with the vampire ring >.>
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • VampireLordLover99
    VampireLordLover99
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    I too miss the old feeding stages. The new feeding animations are super cool, But if I feed now I am doing nothing but making my character weaker.

    And the “Lore” excuse why we are Blood scions and not Vampire Lords feels like a cheap bandaid over the fact that they couldn’t figure out a way to implement it properly in time, So they gave us a half assed Bone Goliath copy paste substitute.

    Also yeah, The abilities are trash.

    Yeah, the lore excuse as to why we aren't vamp lords is so dumb. Even though we absolutely should be and there was nothing saying Lamar isn't a vamp lord herself.

    Don't even get me started on the fact that in their attempt to make us not as mythic or unique as vamp lords, they did the exact opposite. Now Scions in lore are more powerful and rare than vamp lords. This is due to the fact they can literally just remove their weaknesses. Something not even the most powerful of vamp lords could do. And it doesn't help that we fight vamp lords left and right yet never ever see a blood scion.

    They could have made us a vamp lord. The blood Scion's model looks exactly like the harrowstorm vamp lords except without wings.

    Vamps should have had a vamp lord transformation. Keep mist form and vamp drain out of the form. Have an upgraded version of those abilities plus three more and maybe even a new ultimate while in the form.

    Have passives that work outside the form, but get amplified while in it.
  • DT-ARR
    DT-ARR
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    I've said it on numerous threads before but i'll say it again.

    It is not enough to only have the passives scale with stage. The abilities need to scale as well and unlock benefits as you advance to offset the massive / crippling penalties.

    Ex. Evicserate
    - Stage 1 deals x damage
    - Stage 2 deals x1.25
    - Stage 3 deals x1.5
    - Stage 4 deals x1.5 and applies a life steal

    Again these numbers are based on nothing, but are just designed to illustrate the point.

    Implementing this approach would accomplish 2 things. Actually reward becoming stronger as you advance in stage. Allows for creativity with the secondary effects to make the line cohesive and synergize with itself while not rewarding those that just sit at stage 1.
    Edited by DT-ARR on December 16, 2020 9:11PM
  • Khajiitihaswares
    Khajiitihaswares
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    Czekoludek wrote: »
    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing

    Pretty much...
    Czekoludek wrote: »
    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing

    Which is weird because they have a community manager, class reps, and a bunch of forum mods. Yet there's no communication.

    I've never seen an MMO that has this little of communication between devs/managers and their community. On a private FORUM nonetheless.

    With any hope maybe we'll get some answer eventually.

    Sadly those people you mentioned only speak in vagueness. Like missing skill points for bunch people issue. Been a month. No new ETA of that fix.

    Crash to Desktop issue. Same thing they sweep it under the rug.

    We would be lucky see any communication in this post besides mods deleting threads or posts and saying they did... :/
  • VampireLordLover99
    VampireLordLover99
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    DT-ARR wrote: »
    I've said it on numerous threads before but i'll say it again.

    It is not enough to only have the passives scale with stage. The abilities need to scale as well and unlock benefits as you advance to offset the massive / crippling penalties.

    Ex. Evicserate
    - Stage 1 deals x damage
    - Stage 2 deals x1.25
    - Stage 3 deals x1.5
    - Stage 4 deals x1.5 and applies a life steal

    Again these numbers are based on nothing, but are just designed to illustrate the point.

    Implementing this approach would accomplish 2 things. Actually reward becoming stronger as you advance in stage. Allows for creativity with the secondary effects to make the line cohesive and synergize with itself.

    This would be amazing and they could add so much to each skill with this approach.

    Could even get a bit crazy with it and say at stage 4 eviscerate either can be long range or melee based upon how far away you are from the target.

    Blood frenzy could be turned into an actual lore friendly skill with this.

    Vampiric drain could have uses.

    So many possibilities.

    You can even have the ultimate do new things too.
  • VampireLordLover99
    VampireLordLover99
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    Czekoludek wrote: »
    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing

    Pretty much...
    Czekoludek wrote: »
    Much agree but don't expect answers from ZOS, they will stay silent even if it hurts them bad. Communication is not their thing

    Which is weird because they have a community manager, class reps, and a bunch of forum mods. Yet there's no communication.

    I've never seen an MMO that has this little of communication between devs/managers and their community. On a private FORUM nonetheless.

    With any hope maybe we'll get some answer eventually.

    Sadly those people you mentioned only speak in vagueness. Like missing skill points for bunch people issue. Been a month. No new ETA of that fix.

    Crash to Desktop issue. Same thing they sweep it under the rug.

    We would be lucky see any communication in this post besides mods deleting threads or posts and saying they did... :/

    Oh don't worry. None of the devs or @ZOS_GinaBruno have acknowledged that the magicka morph of blastbones STILL does not function almost a year after it originally broke.
  • DT-ARR
    DT-ARR
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    DT-ARR wrote: »
    I've said it on numerous threads before but i'll say it again.

    It is not enough to only have the passives scale with stage. The abilities need to scale as well and unlock benefits as you advance to offset the massive / crippling penalties.

    Ex. Evicserate
    - Stage 1 deals x damage
    - Stage 2 deals x1.25
    - Stage 3 deals x1.5
    - Stage 4 deals x1.5 and applies a life steal

    Again these numbers are based on nothing, but are just designed to illustrate the point.

    Implementing this approach would accomplish 2 things. Actually reward becoming stronger as you advance in stage. Allows for creativity with the secondary effects to make the line cohesive and synergize with itself.

    This would be amazing and they could add so much to each skill with this approach.

    Could even get a bit crazy with it and say at stage 4 eviscerate either can be long range or melee based upon how far away you are from the target.

    Blood frenzy could be turned into an actual lore friendly skill with this.

    Vampiric drain could have uses.

    So many possibilities.

    You can even have the ultimate do new things too.

    Exactly. Or for instance on Blood Frenzy - something as simple as reducing the % health cost per second that its active as you advance. There are so many possibilities

    or

    Vampiric Drain stage 4 - transforms the skill from a channel ability to a burst heal. Honestly with this skill though any change at all would make it better. one of the most useless in the game currently.
    Edited by DT-ARR on December 16, 2020 9:19PM
  • Ratzkifal
    Ratzkifal
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    Ryuvain wrote: »
    Ratzkifal wrote: »
    I like a lot about the new vampire but there are many things I dislike about it too.

    The feeding reversal was a mistake. Gameplay is a form of storytelling and has a narrative purpose. By letting players become vampires, you give people access to experience what it's like to be a vampire in the Elder Scrolls universe. The feeding reversal makes it so that you do not get to experience what it's like to be a vampire, but rather a very specific brand of vampire. Now that was the case in previous games too, but not to such a drastic extend. Mechanically it rarely mattered if you are from the Berne clan or a Volkihar. Lamae's clan functions fundamentally different from all the others because of her experiments! Some people prefer it that way, and they are free to do so, but enforcing a niche to become the mainstream is kind of defeating the narrative purpose that gameplay serves. Any future update to vampirism should allow us to make a choice if we want to be a standard vampire or one of Lamae's guinea pigs.

    Furthermore it is a pain to switch between the vampire stages because there are no ways of lowering your stage without Bloody Mara and when you are stage 4 and can't interact with NPCs you need to wait or waste a skill point. In the old system you could feed to lower your stage and use vampire skills to increase your stage. I get why this wouldn't work for the new system, but the stages were a lot easier to manage before.

    The stages of vampirism are too binary for what should have been a quarternary system.
    Vampires get all the benefits to vampirsm at advanced stages but only little benefits at stage one, yet all of the drawbacks are already present at the first stage. This makes Stage 1 undesirable but the drawbacks without the boni of the late stages are not worth it, so you either go all the way to stage 4, or you get yourself cured. Stage 1 vampires should get no drawbacks aside from additional fire damage taken, but no further benefits aside from access to the passives and skills. That allows people to be a vampire for roleplaying purposes without damaging their effectiveness in any other content. Starting at Stage 2, the weakness to fire should become progressively worse, just like now, but instead of skill cost increase, vampire skill cost reduction and health regeneration reduction vampires should get a penalty to healing received from non-vampire abilities.
    Whether Health regeneration should be put to 0 or actually increased is up to debate. There are good arguements for either side. Perhaps it should be put to 0 out of combat, but jump up whenever you've dealt damage?
    As for the passives, Strike from the Shadows should be active at stage 1 and scale with your stage, either in duration or amount of weapon/spell damage granted. Unnatural Movement should also scale, allowing you to become invisible after sprinting for 12/9/6/3 seconds depending on stage. These little changes already dramatically change the vampire experience for the better and help to distinguish your build from its mortal counterpart without impacting its effectiveness.

    There is more to be said about the active abilities than I have the time for right now, so I might add something later. I just find it a criminal offense that vampires do not get to apply "major lifesteal" anywhere on their kit and that they only heal from damage inflicted when using ring of the pale order or activate their ultimate.

    Vampire is designed to be its own class instead of being a suplement to it.
    The cost increase to your regular skills is the biggest thing that's holding vampirism back. I get why becoming a vampire would make me a worse Templar but there is absolutely no reason it would make me a worse necromancer. Why does my necromancy get more difficult if I want to be a vampire? There are plenty of great vampire necromancers around.
    Vampirism is supposed to add a twist to each class, instead what we get is that you have to design a vampire build and use as many of the vampire skills as possible to be efficient as a vampire. That makes absolutely no sense and makes all vampire builds feel the same. While this design makes sense for the werewolf transformation and would make sense for a vampire lord transformation in the style of the werewolf, it doesn't for your average untransformed vampire. I get why we cannot let vampirism make your average skills cheaper anymore, but making them more expensive is just wrong.

    I do agree with most of what you said, but your changes to passives and stages would break balance again.

    The scaling passives with no cost increase downside sound amazing, but at that point why would anyone NOT be a vampire? You get all passives and skills at level 1. Fire damage doesn't exist in all content.

    Originally I just wanted to make a quick post, but it just kept growing. I'll have to come back again to look at the balance of my ramblings. The reduction to healing received can make a difference in some content though, so perhaps it should be there from the start? For example you wouldn't want your vampire to do tombs in Lokkestiiz due to that. But compared to how it was before the rework, vampire was free stats. With my suggestions it only offers niche boni at stage 1 but also no downsides, unless you plan on using the skills, in which case it's still awesome. I feel that's still better than vampire being must have. That way the only reason it could ever be a "must have" is if one of the skills was broken and overpowered.
    This Bosmer was tortured to death. There is nothing left to be done.
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