

So basically a roleplay skill
Just equip the arctic rime skin and you'll look like a proper vampire.
Please also remove the condition that enemies have to face you, in order for them to be stunned. Even then, it would probably be the weakest fear in the game because of the massive drawbacks of vampirism (ability cost increase, fire dmg, hp regen reduction).
Why for 2 hours? Why not make it active when slotted?
Vampirism is a disease, not a sexy makeover.
Why for 2 hours? Why not make it active when slotted?
starkerealm wrote: »Why for 2 hours? Why not make it active when slotted?
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding. (You can keep Stage 1 as a permanent buff. And only introduce a few specific ways to (temporarily) remove it.)
Ironically, part of this behavior already (sort of) exists in game, as you can "feed up" from "Stage 0" to Stage 1 during the Vampire tutorial.
This keeps the RPers happy, doesn't do weird things to existing skills, becomes a way you can keep vampirism for later use without impairing the character for endgame content.
The only downside is, it reduces the value of the Blackmarrow Necromancer.
starkerealm wrote: »Why for 2 hours? Why not make it active when slotted?
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding. (You can keep Stage 1 as a permanent buff. And only introduce a few specific ways to (temporarily) remove it.)
Ironically, part of this behavior already (sort of) exists in game, as you can "feed up" from "Stage 0" to Stage 1 during the Vampire tutorial.
This keeps the RPers happy, doesn't do weird things to existing skills, becomes a way you can keep vampirism for later use without impairing the character for endgame content.
The only downside is, it reduces the value of the Blackmarrow Necromancer.
And all will became vampires "for later use".
And all will became vampires "for later use".
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding.
starkerealm wrote: »Why for 2 hours? Why not make it active when slotted?
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding. (You can keep Stage 1 as a permanent buff. And only introduce a few specific ways to (temporarily) remove it.)
Ironically, part of this behavior already (sort of) exists in game, as you can "feed up" from "Stage 0" to Stage 1 during the Vampire tutorial.
This keeps the RPers happy, doesn't do weird things to existing skills, becomes a way you can keep vampirism for later use without impairing the character for endgame content.
The only downside is, it reduces the value of the Blackmarrow Necromancer.
And all will became vampires "for later use".
Im sorry but if you play with a camera angle close enough to even see the effects of vampirism on your character’s appearance you are doing it wrong.
You just focused more on other acpects of the game, judging by your words it's more competetive gameplay, there you need to see big area around your character, to avoid "red circles" and be aware of the attacks from behind. Players for whom appearance of their character is more important tend to role playing, casual overland content, they zoom camera closer to see their characters in details, often rotate camera during their journey and even not hard fights.
starkerealm wrote: »starkerealm wrote: »Why for 2 hours? Why not make it active when slotted?
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding. (You can keep Stage 1 as a permanent buff. And only introduce a few specific ways to (temporarily) remove it.)
Ironically, part of this behavior already (sort of) exists in game, as you can "feed up" from "Stage 0" to Stage 1 during the Vampire tutorial.
This keeps the RPers happy, doesn't do weird things to existing skills, becomes a way you can keep vampirism for later use without impairing the character for endgame content.
The only downside is, it reduces the value of the Blackmarrow Necromancer.
And all will became vampires "for later use".
Probably not. For the exact same reasons that not everyone is secretly a Werewolf, "for later use." Like werewolf, Vampire is a somewhat niche build now. Like werewolf, there was a (much more recent time) when, "everyone," was a vampire for the passive bonuses. The process of becoming one is somewhat obtuse (you can certainly do it if you want to, and getting a bite isn't going to take too much of your time, but it's still a processes), and you need to dump a bunch of skill points into the power set to get value out of it.
Now, if you told me some people would take vampire specifically for the transform, or Mistform, I'm inclined to believe that. Just like some people do choose to run Werewolves.
Additionally, getting access to the methods to drop to stage 0 would be non-trivial. The Basin of Loss is a 4k Crown item (though, you can use a friend's), and the Double Bloody Mara is a Halloween recipe (relatively easy to craft now, and not impossible to obtain, but not so trivial as to be completely free.
Now, you'd certainly see inactive vampires, just like you already see inactive werewolves... though, they wouldn't be visibly vampiric, and the only way you'd know is by checking their buffs. (This isn't, that different from what already happens when you encounter vampires that hide their nature with another skin.)
MaleAmazon wrote: »Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding.
Well, not everyone has the basin of loss. By which I mean, I don´t have it.
MaleAmazon wrote: »I guess I could just stock up on consumables. Thing is, it would be nice if I could be a vampire
Even remaking it like you wrote.
Or heck, just make stage 1 have no effects at all, including cosmetics, and move the dark stalker passive. Basically making it so there´s an off switch.
MaleAmazon wrote: »Yes, it´s fair. Werewolves don´t get a permanent stat buff or debuff until "active", and can slot the ultimate for a passive regen buff.
I see it as players will play their regular characters with stage 0 vampirism, and if they will need some vampire skill or passive in some content, some dungeon for example, they will just drink a potion (which cost around 50-150 gold), theoretically it can be done even within a fight, want Undead passive to survive difficult mechanic in dungeon, just drink 2 potions before and 2 after. Yes not all will do this, but as "for later use", with no drawbacks, why not? And we will return to times when almost everyone are vampires.
MaleAmazon wrote: »I see it as players will play their regular characters with stage 0 vampirism, and if they will need some vampire skill or passive in some content, some dungeon for example, they will just drink a potion (which cost around 50-150 gold), theoretically it can be done even within a fight, want Undead passive to survive difficult mechanic in dungeon, just drink 2 potions before and 2 after. Yes not all will do this, but as "for later use", with no drawbacks, why not? And we will return to times when almost everyone are vampires.
This sort of hinges on the stage 1 vampirism (de)buffs being prohibitively punishing though, right? Which they IMO are not, +3% ability cost whatever. But I guess people might feel different.
I really don´t see the difference between this and "every class X uses skill Y".
And what´s the alternative? If they really wanted to punish people, make it so you can´t even use the vampire skills until higher stages, or make them prohibitively expensive... but then we basically turn the skilline into an ultimate, similar to werewolf. Which just doesn´t fit designwise.
What they have now is an in-between that doesn´t seem super satisfying. But I have to say, it´s pretty impressive work. They made it so vampires exist in the game without everyone being them in PvP. This despite many vampire skills being PvP-oriented.
starkerealm wrote: »starkerealm wrote: »Why for 2 hours? Why not make it active when slotted?
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding. (You can keep Stage 1 as a permanent buff. And only introduce a few specific ways to (temporarily) remove it.)
Ironically, part of this behavior already (sort of) exists in game, as you can "feed up" from "Stage 0" to Stage 1 during the Vampire tutorial.
This keeps the RPers happy, doesn't do weird things to existing skills, becomes a way you can keep vampirism for later use without impairing the character for endgame content.
The only downside is, it reduces the value of the Blackmarrow Necromancer.
And all will became vampires "for later use".
Probably not. For the exact same reasons that not everyone is secretly a Werewolf, "for later use." Like werewolf, Vampire is a somewhat niche build now. Like werewolf, there was a (much more recent time) when, "everyone," was a vampire for the passive bonuses. The process of becoming one is somewhat obtuse (you can certainly do it if you want to, and getting a bite isn't going to take too much of your time, but it's still a processes), and you need to dump a bunch of skill points into the power set to get value out of it.
Now, if you told me some people would take vampire specifically for the transform, or Mistform, I'm inclined to believe that. Just like some people do choose to run Werewolves.
Additionally, getting access to the methods to drop to stage 0 would be non-trivial. The Basin of Loss is a 4k Crown item (though, you can use a friend's), and the Double Bloody Mara is a Halloween recipe (relatively easy to craft now, and not impossible to obtain, but not so trivial as to be completely free.
Now, you'd certainly see inactive vampires, just like you already see inactive werewolves... though, they wouldn't be visibly vampiric, and the only way you'd know is by checking their buffs. (This isn't, that different from what already happens when you encounter vampires that hide their nature with another skin.)
I see it as players will play their regular characters with stage 0 vampirism, and if they will need some vampire skill or passive in some content, some dungeon for example, they will just drink a potion (which cost around 50-150 gold), theoretically it can be done even within a fight, want Undead passive to survive difficult mechanic in dungeon, just drink 2 potions before and 2 after. Yes not all will do this, but as "for later use", with no drawbacks, why not? And we will return to times when almost everyone are vampires.
All of that said, six months ago, if you wanted, you could "turn off" vampirism in everything but the look. You can't do that now.
starkerealm wrote: »starkerealm wrote: »Why for 2 hours? Why not make it active when slotted?
Better suggestion: Modify the Basin of Loss and Double Bloody Mara to work on Stage 1 Vampires, reducing them to Stage 0, disabling everything in the vampire skill line (except Feed), until they regain stage 1 through feeding. (You can keep Stage 1 as a permanent buff. And only introduce a few specific ways to (temporarily) remove it.)
Ironically, part of this behavior already (sort of) exists in game, as you can "feed up" from "Stage 0" to Stage 1 during the Vampire tutorial.
This keeps the RPers happy, doesn't do weird things to existing skills, becomes a way you can keep vampirism for later use without impairing the character for endgame content.
The only downside is, it reduces the value of the Blackmarrow Necromancer.
And all will became vampires "for later use".
Probably not. For the exact same reasons that not everyone is secretly a Werewolf, "for later use." Like werewolf, Vampire is a somewhat niche build now. Like werewolf, there was a (much more recent time) when, "everyone," was a vampire for the passive bonuses. The process of becoming one is somewhat obtuse (you can certainly do it if you want to, and getting a bite isn't going to take too much of your time, but it's still a processes), and you need to dump a bunch of skill points into the power set to get value out of it.
Now, if you told me some people would take vampire specifically for the transform, or Mistform, I'm inclined to believe that. Just like some people do choose to run Werewolves.
Additionally, getting access to the methods to drop to stage 0 would be non-trivial. The Basin of Loss is a 4k Crown item (though, you can use a friend's), and the Double Bloody Mara is a Halloween recipe (relatively easy to craft now, and not impossible to obtain, but not so trivial as to be completely free.
Now, you'd certainly see inactive vampires, just like you already see inactive werewolves... though, they wouldn't be visibly vampiric, and the only way you'd know is by checking their buffs. (This isn't, that different from what already happens when you encounter vampires that hide their nature with another skin.)
I see it as players will play their regular characters with stage 0 vampirism, and if they will need some vampire skill or passive in some content, some dungeon for example, they will just drink a potion (which cost around 50-150 gold), theoretically it can be done even within a fight, want Undead passive to survive difficult mechanic in dungeon, just drink 2 potions before and 2 after. Yes not all will do this, but as "for later use", with no drawbacks, why not? And we will return to times when almost everyone are vampires.
MaleAmazon wrote: »All of that said, six months ago, if you wanted, you could "turn off" vampirism in everything but the look. You can't do that now.
Yeah. I just think the forced look is dumb. It´s not that bad at lower stages, but still unnecessary.
I guess they might have put in vampiric debuffs at all stages to prevent exactly that - everyone being a vampire (except werewolves since they are mutually exclusive).
Kind of like when someone realised that "being an emperor should give a permanent buff to that character" would make PvP much, much, m u c h more toxic.
If that´s possible.