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
VampireLordLover99 wrote: »[*] 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.
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VampireLordLover99 wrote: »[*] 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.)
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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.
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.
VampireLordLover99 wrote: »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.
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.
VampireLordLover99 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 wrote: »
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.
TX12001rwb17_ESO 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.
VampireLordLover99 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.VampireLordLover99 wrote: »
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.
VampireLordLover99 wrote: »[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.
northwest01 wrote: »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.
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
VampireLordLover99 wrote: »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.
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.
Khajiitihaswares wrote: »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...VampireLordLover99 wrote: »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 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.
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.