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We need another RE-VAMP, Reasons and Solution ideas

Wysguy99
Wysguy99
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The original revamp I didn't think was that bad I thought it was a breath of fresh air and new life to the skill line. Originally the claw sweep was pretty good but was nerfed I think it was 2 weeks after original update 26- we are now approaching update 33 and they have only made vampires weaker.

In Skyrim werewolves were underpowered in comparison to vampire lords(arguably) and vampires and werewolves had long ability duration fast forward

Currently I would say we have 3 issues
- Mist form, which was made virtually useless in PVE and if they nerfed in PVP I would kind of get that for balancing issues, but they stripped it of its damage reduction, so this leaves you with
A) ability that makes you run fast without the ability to cast or attack (hey the psijic order accelerate lets you run fast, and you can still attack),
B) an ability that leaches health from nearby enemies in an aoe and heals you for the damage done, but you can't attack stuff (oh look there's a set called crimson twilight that does almost the same thing)

- Eviscerate, which isn't that bad, but not that great. I personally feel as though this is intended to be spam able, but the animation is kind of slow and doesn't make very practical (that and theres no bonus to multicasting it like with some abilities, ex crystal shard or flame skull) overall you have to be on the verge of death to make truly good use of its damage

- Blood frenzy, overall isn't that bad and could be used in some very powerful combinations if done right potentially, but it's a very niche ability only usable (effectively and for full effect) under ideal circumstances with the right conditions and it's not practical

Oh, and to top off the above skills all of them have potential or guarantee that you cannot be healed by others or under the right conditions, and the Devs nerfed the pale order ring which reduces incentive to use vampire abilities in groups (granted not the biggest deal, but the issue is that all of these little problems are adding up)

(Also, something to mention is that the vampire lord which is by far the best use of the vampires is so short, going off of skyrim logic this should last longer than then werewolf, not less)

Solution 1(not preferred, but the most likely course of action by devs)
Buff mist form- make mist form a stealth skill that causes you to be prone when using illusive mist (since all it does is make you fast and the ai in some Greymoor quest do exactly that they sneak around in their mist form (or they mist through gates, but don't get me started on that)
Buff blood mist damage if you aren't going to give back the pve damage reduction

give eviscerate a stealth buff or something, the vampires have great stealth passive give that ability a buff when leaving stealth


IDEAL Solution
1. Replace eviscerate entirely with a new toggled ability that replaces your light and heavy attacks

(When in vampire lord mode you are unable to crouch, but instead you toggle between the two morphs switching from blood magic to bloody talons actively)
Now this idea is meant to keep to vampires feeling more unique, but to actually be more combat viable
-bloody claws= using your vampiric power you enhance your body allowing you to rip through your enemy's flesh (attacks consume stamina)
- light attacks quick slashing attacks that deal x damage and have a 10% chance to deal additional damage as bleed overtime (light attacks attack speed buff)
- Heavy attacks one single stab through the chest (reduced attack speed, but buffed crit chance)

-Morph 1: blood magic= your vampiric powers begin to wrap around you like a subtle fog as you are elevated above the ground(hover)(attacks consume magicka/health)
- light attacks cast a life draining spell at your enemies that drains the life of those near the blast restoring health (yes like skyrim, but weaker and not charged) (costs magicka)
- heavy attacks siphon the lifeforce of up to 5 nearby enemies at the cost of your health, but restores magicka (greater magicka restored for each enemy hit)

-Morph 2: Bloody talons= using the magic in your blood you enhance your claws to extending their reach (difference between daggers and swords) and allowing them to restore stamina
- light attacks quick slashing attacks that deal x damage and have 10% chance to deal additional damage as bleed, restores stamina for 20% of damage inflicted (has no cost)
-heavy attacks stabbing the enemy through the chest and restoring health for 50% of stamina consumed


2. mistform needs to either be given the damage reduction back or it needs to buffed (this is just one idea)

mist form-standard stays the same

elusive mist- becomes paralyzing mist, dissolve into a paralyzing mist that causes all enemies who touch it to be stunned (now if this was used then eliminate mesmerize, while I personally like mesmerize this would remove any reason to keep it)
OR
elusive mist could become/ stay elusive mist- dissolve into a mist reducing enemy visibility and going prone, reducing enemy chances of seeing allies (who are shrouded by the mist, and causing you to be invisible)

3. While some people may disagree with this next change, I think it would be more versatile and I made two options
3-A) replace blood frenzy completely
3-B) replace mesmerize completely

summon gargoyle- using your vampiric blood magic you summon a gargoyle to remain by your side until killed (upon entering a town or going prone the gargoyle dissolves into the shadows waiting for a chance to reemerge) the gargoyle does claw swipes and occasionally will do a heavy attack, when the gargoyle is about to die it leaps at an enemy and shatters dealing damage (reactivating the ability causes the gargoyle to use petrified gaze which stuns nearby enemies (unblock able) (deals more damage/ has higher health)

-morph 1: summon guardian gargoyle- mostly the same as before, but this gargoyle has reduced damage and double the health, gargoyle gains special ability, masters sacrifice-while the gargoyle is active if any one attack would take 50% or more of your health the gargoyle will leap in to take 80% of the damage shattering the gargoyle and causing a small non-damaging shockwave around you that pushes enemies away (recasting the ability with the gargoyle active grants nearby allies a damage shield)

-morph 2: summon furious gargoyle- mostly the same as original, but gargoyle has increased damage and gains a special effect, when your health is reduced to 60% or less the gargoyle goes into a furious rage causing it to gain attack damage and speed for 20 seconds (cooldown is 30 sec), and during furious rage the gargoyle's chance of leaping at enemies or using heavy attacks is doubled (recasting causes the gargoyle to use petrified gaze)

The reason you could replace either ability is because while the stun is nice it doesn't do any damage, but the blood frenzy is a very niche ability which is usable (or atleast practical to use under most circumstances especially group content

4-A (ideal). the final and very last change isn't required, but I think paired with the above would bridge the gap between werewolves and Vampires

Vampire lord augment- currently we have batswarm or perfect scion(and I love these abilities)

New unmorphed vampire lord- Transform into a monstrous creature of the night, instantly healing to full Health. While transformed, your Maximum Health, Magicka, and Stamina are increased by 5000, you heal for 15% of all damage you deal, and amplifying your vampiric abilities, using crouch instead toggles your claws morph (without needing to recast), and while in this form you summon two gargoyles instead of one (ability duration is reset when you feed with your vampiric drain)

morph 1-swarming scion- mostly same as before, but you are now able to teleport to enemies by turning into a bat swarm (ability duration is increased by kills, and feeding with your drain)

morph 2-perfect scion- you ascend to vampire stage 5 with all the benefits of stage 4, standard ability duration is extended by 10 seconds (feeding with vampiric drain extends duration)



4-B) at the very least our vampiric drain should be able to extend the duration of our vampire lord or give us an alternative bonus instead of seeing enemies through walls- while that is really cool you can't really make much of it in the brief time given. The werewolves are at a really good point right now, so don't nerf those, but give the vampires some more love the revamp the first time was nice, but I think the werewolves got the better deal



More likely solution (or rather the most realistic outcome)
1.give mist form its defense resistance back, or give it some kind of stealth buff since they made the vampires very stealth themed anyway
2.If they change blood frenzy it likely would be nerfed with reduced damage and reduced cost, but reduced upkeep cost would be much appreciated if they straight buff it
3. The devs probably won't change vamp lord, which would be fine as if it wasn't the best ability and arguably the only one worth using
4. It would be nice if mesmerize got some kind of special effect, or if it did damage, most classes already have a stun that is arguably very comparable to that one. And while I really mesmerize some of the class stun ability as do something in addition to the stun (ex: aspect of terror which is ok, or Bone totem which in in my opinion better) the fact it's an unblock able stun is nice but only really benefits PVP
5. Eviscerate isn't bad, but it could be a little better, I wish we had the pre-nerf eviscerate personally


If the devs do give us a buff without an actually re-vamp they will probably give something ex mist form damage reduction, but take something else
Edited by Wysguy99 on January 30, 2022 2:10AM
  • jlmurra2
    jlmurra2
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    I agree Vampirism needs to change. The original Vampirism skill line was not perfect, yet I prefer it to the current one.
  • ashadris
    ashadris
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    cost reductions need to be removed, we need a proper vampire lord form, spell tree needs a ranged spell
  • Ryuvain
    Ryuvain
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    Now I remember how cool skyrim vamp lords were. Miss those gargoyles.
    That one khajiit obsessed with werewolf behemoth and vampire lord. Lady Thorn is bae, dont @ me.
    Werewolf behemoth=vampire lord>blood scion>werewolf>vampire.
  • FeedbackOnly
    FeedbackOnly
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    They took hammer instead of chisel. Werewolf is more popular
  • WraithShadow13
    WraithShadow13
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    They really hammered it home that they were going to punish us for being vampires. Overall, i just really think the whole thing went poorly. Realistically, taking away any and all health regen seemed like a weird step, as well a lot of other decisions they made.


    If anything, i would love to see the Devs open up an actual conversation with the players to see what all they could do to improve on vampirism as a whole.

    Personally, i would love to see the following changes:

    The feeding mechanic actually DO something. It should heal us to max, possibly give a temp health boost, count as a food/drink, AND boost us up that extra vamp level.

    Remove telekinetic feeding animation but add more feeding animations. (just a personal preference)

    Give feeding a different button combo than blade of woe.

    Give us the ability to remove the vampire scion transformation. I just want my Bat Swarm ult back, so if it were up to me, there would be a skill point on the power to let you choose to transform or not.

    Give us back Health regen but go the same direction as the ring of the pale order. Other players healing you does less healing based on level (20%/30%/40%/50%), but your health regen goes UP by that much per level. A well-fed vamp should have insane healing.

    Give mist back it's defensive buff. Taking that away was just unnecessary.

    And maybe get rind of the telekinetic feeding attack for a melee ranged one that locks the enemy in place, to make it look like we're actually feeding for the heal. IF a player breaks it, they have the chance to stun us based on vamp level.

    they NEED to add a skill point to the tree that gives us a custom mount of travelling as a bat swarm. Werewolves need this as well, but it transforms them to travel but doesn't count toward their transformation clocks.



    Aside from that, i really just don't use the vamp skills because the revamp just made it not worthwhile. It was a really poor execution of something i was legitimately excited to get. I'll be curious to see what other people would want to see added, removed, or changed if they redid vampirism, again.
  • Vevvev
    Vevvev
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    They took hammer instead of chisel. Werewolf is more popular

    In PvE, but not PvP. Vampire rules king in PvP at the minute but is hanging on by a small thread (A single passive, and 2 active abilities. 3 Actives if you include gankers.)
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • FeedbackOnly
    FeedbackOnly
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    Vevvev wrote: »
    They took hammer instead of chisel. Werewolf is more popular

    In PvE, but not PvP. Vampire rules king in PvP at the minute but is hanging on by a small thread (A single passive, and 2 active abilities. 3 Actives if you include gankers.)

    Goes to show you need a PvE combat dev again.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    What your asking would be way too much, I would probably be fine with reducing the stats buff of the scion if it could be sustained like the Werewolf however you need to be realistic, changing the scion as you suggest would require a massive rework and I do not think it is the problem anyway, the Blood Scion is a powerful ultimate even with its 20 second time limit.

    They would also need to be careful about the changes they make, remove the ability cost penalty and suddenly Vampires become the Meta so for every weakness they remove another would need to take it's place to avoid it from becoming that.

    The way I see it the best way to balance them would be to make Vampires for Solo Players, the higher your stage the less powerful you become in group content but you become more powerful when dealing with solo content.

    For example get rid of the ability cost penalty and replace it with reduced healing taken from outside sources much like the how the Pale Order ring negates it (And we know how undesirable that is in groups)

    For Solo play the Vampire can get buffed

    - Eviscerate and it's morphs should gain some animation tweaking so it can weave better
    - Blood Frenzy and it's morphs could have the upkeep cost reduced
    - Vampiric Drain heals for more the less health you have so should also deal more damage the less health you have
    - Mist Form at the least should gain a 30% resistance buff in both PvP and PvE (It is OP in PvP but useless in PvE)
    - Mesmerize and it's morphs should apply an additional debuff in addition to their current effects.

    The passives could also do with tweaking

    - Strike from Shadows is very hard for certain builds to proc, Unless your using Mist Form (Which is useless in PvE) or are a stealthier build then your not going to beable to proc this, it should be replaced, I say swap it with Unnatural Movement, make the first 2 Vampire passives about stealth and hiding, the latter 2 are about power.

    - Unnatural Movement being sent to stage 2 would leave the stage 4 passive open so this should be replaced with something useful for combat, I theorized a possible speed boost to Vampires or perhaps grant them immunity to combat snares.
    Edited by TX12001rwb17_ESO on January 29, 2022 12:38PM
  • Wysguy99
    Wysguy99
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    Vevvev wrote: »
    What your asking would be way too much, I would probably be fine with reducing the stats buff of the scion if it could be sustained like the Werewolf however you need to be realistic, changing the scion as you suggest would require a massive rework and I do not think it is the problem anyway, the Blood Scion is a powerful ultimate even with its 20 second time limit.

    They would also need to be careful about the changes they make, remove the ability cost penalty and suddenly Vampires become the Meta so for every weakness they remove another would need to take it's place to avoid it from becoming that.

    The way I see it the best way to balance them would be to make Vampires for Solo Players, the higher your stage the less powerful you become in group content but you become more powerful when dealing with solo content.

    For example get rid of the ability cost penalty and replace it with reduced healing taken from outside sources much like the how the Pale Order ring negates it (And we know how undesirable that is in groups)

    For Solo play the Vampire can get buffed

    - Eviscerate and it's morphs should gain some animation tweaking so it can weave better
    - Blood Frenzy and it's morphs could have the upkeep cost reduced
    - Vampiric Drain heals for more the less health you have so should also deal more damage the less health you have
    - Mist Form at the least should gain a 30% resistance buff in both PvP and PvE (It is OP in PvP but useless in PvE)
    - Mesmerize and it's morphs should apply an additional debuff in addition to their current effects.

    The passives could also do with tweaking

    - Strike from Shadows is very hard for certain builds to proc, Unless your using Mist Form (Which is useless in PvE) or are a stealthier build then your not going to beable to proc this, it should be replaced, I say swap it with Unnatural Movement, make the first 2 Vampire passives about stealth and hiding, the latter 2 are about power.

    - Unnatural Movement being sent to stage 2 would leave the stage 4 passive open so this should be replaced with something useful for combat, I theorized a possible speed boost to Vampires or perhaps grant them immunity to combat snares.

    I don't have an issue with the passives, while they did get rid of atleast one that I remember from pre re-vamp that was nice I do like the stealth themed passives. However, what is the point in having stealth themed passives with no benefit to stealth from the abilities, I know there are different strains of vampirism in the lore which we have seen a little of with greymoor; the thing is that we see an ai vampire in one of the greymoor campaign missions in black reach use mist form to sneak around as if prone and even fade through a grate. If they were trading damage resistance for a stealth buff on mist form, I would at least understand that, but this ability has always had damage resistance, so it makes no sense to ruin it. And you made a comment about this being too much, but when the werewolves got their rework certain abilities got buffed, some passives changed, and in the case of the pounce ability it got an entire new ability feature added on. The forum was simply a potential solution, and as I specified the ideal solution (in my opinion) to make the vampires more well-rounded both for actual combat usage and on a vampire-werewolf comparison. Are any of the ideal solutions likely to happen-No. And while I hope it's not the case they could hold off on changing the vampires again until the next time that they decide to expand on the greymoor story line which would suck.

    But mostly on the topic this all being too much, compared to how much they changed the vampires from what they used to be I don't think it's that much of a stretch 'If they actually do decide to do a whole Re-vamp' which is what I kind of think the vampire needs at the moment.
  • Araneae6537
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    Most of all, I would like the option of bat swarm without the scion transformation.

    It would be nice if it was more viable for PVE group play too — not saying it should be BiS or able to completely cheese mechanics. Whatever changes are made, most of my characters will remain mortal, but after playing through the Greymoor questline, I thought I’d try one too. I want to be like the Ravenwatch vampires though, not the blood knights.
  • Wysguy99
    Wysguy99
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    Most of all, I would like the option of bat swarm without the scion transformation.

    It would be nice if it was more viable for PVE group play too — not saying it should be BiS or able to completely cheese mechanics. Whatever changes are made, most of my characters will remain mortal, but after playing through the Greymoor questline, I thought I’d try one too. I want to be like the Ravenwatch vampires though, not the blood knights.

    That would actually be a good replacement to the current mist form

    my biggest issue with mist form right now is that without getting the damage reduction you get only two options
    -elusive mist (which prevents healing, and cant cast) only gives you movement speed buff= psijic order gives you accelerate which gives you the same if not a better buff at no downside
    -Blood mist (which prevents healing, cant activate any other attacks/abilities) does damage and heals you for the damage done, but if you equip crimson twilight you basically get the exact same effect, without the penalties

    So as it is a batswarm ability (non-ultimate) could completely replace mist form
  • Captain_OP
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    I totally agree that there is a revamp needed.

    You can get some inspiration or ideas from this thread:
    Vampire 3.0
  • Marcus_Thracius
    Marcus_Thracius
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    Yeah ..................we all know nothing will change .
    1587ab0b818396d642681ae5ec93cb9c.jpg
  • MindOfTheSwarm
    MindOfTheSwarm
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