Is that really your ONLY concern with the vampire skill line?
Well, let's see...
How about the fact that if instead of considering that everyone is a minmaxer or a PvP player only we consider that some people would like to have a vampire toon for general content and groups?
Yeah, let's start with that;
Tiers 1 to 3 are fine-ish(Not quite fine, but fine-ish). Skill line is a bit too slow to level up if you get bitten early in the game, you'll be stuck with 1 skill for like 20 levels. Personal experience. This should be addressed, since WW can literally be leveled up in about an hour.
First problem vampire has is it's absolutely counter intuitive and it's not lore-friendly.
Vampires, even if it sounds dumb, are more powerful when they don't feed in Elder Scrolls...But let's say for logic's convenience, we make it like it is now, the more you feed, the more powerful you are.
Raise your hands if you think Tier 4 is more powerful than even Tier 1...Anyone? Sure, it gives you "some bonuses", but the -100% life regen just stinks. Sure, "Chug a pot, drink with your skills, heal yourself", but having to take out my weapons every time I jump a small cliff that takes 1k of HP from me is just annoying and it doesn't really have a place. Tier 4 vampires feel like they're weaker than normal humans.
The second problem is the limitations they gave the vampire for healing; You only have 1 spam ability(Which deals about 10% more than any other normal spam ability), but it makes you unable to heal by external means, meaning YOU have to heal yourself if you're using it. This, paired with no health regen, just literally tanks the vampires out of any meaningful group content. Who would want a toon that plays like it's single player in group content?
The Blood Scion is alright, it just needs some more duration, since, unlike the WW, it can't extend it's transformation. Maybe making it so when the Blood Scion KILLS something when it drinks blood with it's healing ability it regains a % of transformation like the werewolf would be a nice solution to that.
The second step to fixing vampires is the regeneration negatives;
Switch around those negatives, turn them into positive extra regeneration, but give vampires a 10/20/35/50 reduction in external heals, meaning you need to mainly sustain yourself, but can still receive help from others, even if limited. This would make vampires actually fun to play in solo world content, viable for group content, and wouldn't change them extremely in PvP.
There's 2 more changes I would add, and those would be the spamming ability needs to either deal massive amounts of extra damage in PvE(But not in PvP) or allow you to heal from other sources. Instead of eliminating the external heals completely, make it so when you use the skill it goes from your normal external heal reductions to 50/60/70/80 reduction, meaning if you wanna spam the skill you can do it without the healer cursing you forever to the planes of Oblivion when you die or drop low and need to straight up stop doing damage to heal(Yeah, doesn't sound too good for a DPS am I right?).
The other change would be making it so the mist reduces physical damage taken by 30/35/40/50% in PVE too, but it adds an extra that makes it so you receive 10/15/25/35% more magic damage for the duration of your mist form. In PvP, it would remain as it is right now, no magic damage received bonus.
With these changes, the vampire would be a fun alternative both for PvP and PvE, not a PvP warmonger. Why do I have to keep one character solely for PvP cause the vampirism is boring for any real content in the game other than that? The WW doesn't have these problems(Even if it's bad in it's own way, though this is not the post to talk about that).
Rubbish skill-line isrubbish. Any time I look in the bank and see my gold Vampire Lord set Jewelry I bought from the Golden I can only feel disgust at how ZOS hyped up the new vamp skill-line only to deliver something that feel incomplete. Also it was quite annoying when they nerfed the functionality of this set instead of giving it new life by making is such a cursed thing (took away the increased damage done by vampire skills, increased ability cost, and even more fire damage taken) instead of a proper boon.
Some of the passives are nice (alternative source of invisibility), others not so much (cost increase on skills). Mist being a toggle is cool despite the rubbish PvE nerf to it.
Blood Scion looks so ugly. Yeah we're a vampire, but vampire lords look way better than what we got. I do not appreciate Lamae Bal's creative liberties. Harrowing reaper would of been a better model to use if ZOS wanted us to look different.
Mesmerize is too restrictive for what it does. This skill needs a rework.
Of course, ZOS' greatest sin is that they forgot to include the cool vamp gap closer that was attached to Clouding Swarm. This could of been placed on Eviscerate, but nah vamps apparently don't need a gap closer.
As mentioned by the OP, it'd be nice if we could do something to extend the duration of the transformation. Maybe through Vampiric Drain. Also perhaps we can drink the blood from dead enemies (akin to werewolf feeding).
Agreed on all accounts except the turning the bad regen positive. Let's remember why it got reworked in the first place. With all the buffs we're talking about the regen will be fine the way it is.
Agreed on all accounts except the turning the bad regen positive. Let's remember why it got reworked in the first place. With all the buffs we're talking about the regen will be fine the way it is.
They could either turn it positive and nerf external healing or allow for tier 4 vampires to regen at least 5%, so you don't have to literally heal after a Guar coughing on you as you walk by.
It's EXTREMELY annoying to have to "unseath" the weapons just to cast a heal, not to mention you can't do it while mounted AND some people don't use cast heals, they tend to heal from damage to other creatures or whatever.
The regen is more of a Quality of Life than a buff; And it still doesn't really make much sense that vampires don't regen. Make a zombie race and make them not regen, this way it would at least make sense. Remember what we're talking about is making the vampire playable in all the content, just like Werewolf or any class is. Vampire, as it is, is only a PvP tool, cause otherwise it's just inconveniences all around.
Agreed on all accounts except the turning the bad regen positive. Let's remember why it got reworked in the first place. With all the buffs we're talking about the regen will be fine the way it is.
They could either turn it positive and nerf external healing or allow for tier 4 vampires to regen at least 5%, so you don't have to literally heal after a Guar coughing on you as you walk by.
It's EXTREMELY annoying to have to "unseath" the weapons just to cast a heal, not to mention you can't do it while mounted AND some people don't use cast heals, they tend to heal from damage to other creatures or whatever.
The regen is more of a Quality of Life than a buff; And it still doesn't really make much sense that vampires don't regen. Make a zombie race and make them not regen, this way it would at least make sense. Remember what we're talking about is making the vampire playable in all the content, just like Werewolf or any class is. Vampire, as it is, is only a PvP tool, cause otherwise it's just inconveniences all around.
Completely agree with this. Also, health regen is a fairly useless stat now in PVP anyway. I don’t understand why it’s tied into Vampire at all anymore. In PVE health regen is barely used as well outside of casual uses.
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
Thecompton73 wrote: »TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
So you wanna make Vamp kill 5 enemies in less than 10 seconds to get the same amount of wd/sd you get now from making use of the stage 4 passive to get it in 3 seconds or instantly via cloak or an invisibility pot? No thanks
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
While I still prefer my take on the vampire, I like your version too, as long as they remove the negative regeneration.
Is that really your ONLY concern with the vampire skill line?
Well, let's see...
How about the fact that if instead of considering that everyone is a minmaxer or a PvP player only we consider that some people would like to have a vampire toon for general content and groups?
Yeah, let's start with that;
Tiers 1 to 3 are fine-ish(Not quite fine, but fine-ish). Skill line is a bit too slow to level up if you get bitten early in the game, you'll be stuck with 1 skill for like 20 levels. Personal experience. This should be addressed, since WW can literally be leveled up in about an hour.
First problem vampire has is it's absolutely counter intuitive and it's not lore-friendly.
Vampires, even if it sounds dumb, are more powerful when they don't feed in Elder Scrolls...But let's say for logic's convenience, we make it like it is now, the more you feed, the more powerful you are.
Raise your hands if you think Tier 4 is more powerful than even Tier 1...Anyone? Sure, it gives you "some bonuses", but the -100% life regen just stinks. Sure, "Chug a pot, drink with your skills, heal yourself", but having to take out my weapons every time I jump a small cliff that takes 1k of HP from me is just annoying and it doesn't really have a place. Tier 4 vampires feel like they're weaker than normal humans.
The second problem is the limitations they gave the vampire for healing; You only have 1 spam ability(Which deals about 10% more than any other normal spam ability), but it makes you unable to heal by external means, meaning YOU have to heal yourself if you're using it. This, paired with no health regen, just literally tanks the vampires out of any meaningful group content. Who would want a toon that plays like it's single player in group content?
The Blood Scion is alright, it just needs some more duration, since, unlike the WW, it can't extend it's transformation. Maybe making it so when the Blood Scion KILLS something when it drinks blood with it's healing ability it regains a % of transformation like the werewolf would be a nice solution to that.
The second step to fixing vampires is the regeneration negatives;
Switch around those negatives, turn them into positive extra regeneration, but give vampires a 10/20/35/50 reduction in external heals, meaning you need to mainly sustain yourself, but can still receive help from others, even if limited. This would make vampires actually fun to play in solo world content, viable for group content, and wouldn't change them extremely in PvP.
There's 2 more changes I would add, and those would be the spamming ability needs to either deal massive amounts of extra damage in PvE(But not in PvP) or allow you to heal from other sources. Instead of eliminating the external heals completely, make it so when you use the skill it goes from your normal external heal reductions to 50/60/70/80 reduction, meaning if you wanna spam the skill you can do it without the healer cursing you forever to the planes of Oblivion when you die or drop low and need to straight up stop doing damage to heal(Yeah, doesn't sound too good for a DPS am I right?).
The other change would be making it so the mist reduces physical damage taken by 30/35/40/50% in PVE too, but it adds an extra that makes it so you receive 10/15/25/35% more magic damage for the duration of your mist form. In PvP, it would remain as it is right now, no magic damage received bonus.
With these changes, the vampire would be a fun alternative both for PvP and PvE, not a PvP warmonger. Why do I have to keep one character solely for PvP cause the vampirism is boring for any real content in the game other than that? The WW doesn't have these problems(Even if it's bad in it's own way, though this is not the post to talk about that).
I completely agree with what you’ve said. I’m just trying to get more of a dialogue going so the devs can see it’s something a lot of players would like.
Ragnarok0130 wrote: »Is that really your ONLY concern with the vampire skill line?
Well, let's see...
How about the fact that if instead of considering that everyone is a minmaxer or a PvP player only we consider that some people would like to have a vampire toon for general content and groups?
Yeah, let's start with that;
Tiers 1 to 3 are fine-ish(Not quite fine, but fine-ish). Skill line is a bit too slow to level up if you get bitten early in the game, you'll be stuck with 1 skill for like 20 levels. Personal experience. This should be addressed, since WW can literally be leveled up in about an hour.
First problem vampire has is it's absolutely counter intuitive and it's not lore-friendly.
Vampires, even if it sounds dumb, are more powerful when they don't feed in Elder Scrolls...But let's say for logic's convenience, we make it like it is now, the more you feed, the more powerful you are.
Raise your hands if you think Tier 4 is more powerful than even Tier 1...Anyone? Sure, it gives you "some bonuses", but the -100% life regen just stinks. Sure, "Chug a pot, drink with your skills, heal yourself", but having to take out my weapons every time I jump a small cliff that takes 1k of HP from me is just annoying and it doesn't really have a place. Tier 4 vampires feel like they're weaker than normal humans.
The second problem is the limitations they gave the vampire for healing; You only have 1 spam ability(Which deals about 10% more than any other normal spam ability), but it makes you unable to heal by external means, meaning YOU have to heal yourself if you're using it. This, paired with no health regen, just literally tanks the vampires out of any meaningful group content. Who would want a toon that plays like it's single player in group content?
The Blood Scion is alright, it just needs some more duration, since, unlike the WW, it can't extend it's transformation. Maybe making it so when the Blood Scion KILLS something when it drinks blood with it's healing ability it regains a % of transformation like the werewolf would be a nice solution to that.
The second step to fixing vampires is the regeneration negatives;
Switch around those negatives, turn them into positive extra regeneration, but give vampires a 10/20/35/50 reduction in external heals, meaning you need to mainly sustain yourself, but can still receive help from others, even if limited. This would make vampires actually fun to play in solo world content, viable for group content, and wouldn't change them extremely in PvP.
There's 2 more changes I would add, and those would be the spamming ability needs to either deal massive amounts of extra damage in PvE(But not in PvP) or allow you to heal from other sources. Instead of eliminating the external heals completely, make it so when you use the skill it goes from your normal external heal reductions to 50/60/70/80 reduction, meaning if you wanna spam the skill you can do it without the healer cursing you forever to the planes of Oblivion when you die or drop low and need to straight up stop doing damage to heal(Yeah, doesn't sound too good for a DPS am I right?).
The other change would be making it so the mist reduces physical damage taken by 30/35/40/50% in PVE too, but it adds an extra that makes it so you receive 10/15/25/35% more magic damage for the duration of your mist form. In PvP, it would remain as it is right now, no magic damage received bonus.
With these changes, the vampire would be a fun alternative both for PvP and PvE, not a PvP warmonger. Why do I have to keep one character solely for PvP cause the vampirism is boring for any real content in the game other than that? The WW doesn't have these problems(Even if it's bad in it's own way, though this is not the post to talk about that).
I completely agree with what you’ve said. I’m just trying to get more of a dialogue going so the devs can see it’s something a lot of players would like.
Oh my sweet sweet summer child, I don't think the devs really care what we want in this skill line. If they did they'd have incorporated more of the cool skills that we saw Greymoor Vampires use to make it a truly fun skill line.
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
While I still prefer my take on the vampire, I like your version too, as long as they remove the negative regeneration.
The negative regeneration makes sense conceptually - as your vampiric powers grow, your mortal powers become more taxing. The problem is that pretty much all our powers are mortal, and the vampiric ones that could replace them suck. So I'd prefer if they first made all the skills fun and effective to use before axing the whole regeneration concept.
As for diminished health regen, that has been part of TES Vampires at least in Daggerfall and Morrowind, so I don't see why you'd say it doesn't make sense. At least we don't get sun damage while walking in daylight, lol.
What I would have done in regards to healing, is to make the Ring of the Pale Order effect a base passive for Vampires. Frankly I felt it was a damn insult that it was added the same patch as the Vampire overhaul.
So your "natural" health regeneration (and possibly healing received) is diminished, and you have to deal damage i.e. draw blood to heal yourself effectively. That would make sense conceptually for TES Vampires, not this backwards way where they have us spend health to deal damage.
This book is IN GAME in TESO:
https://elderscrolls.fandom.com/wiki/Noxiphilic_Sanguivoria_(Book)
So tell me, why the heck do I not regenerate as a tier 4 vampire? And why do I feel like I'm weaker in tier 4 than in tier 1? xD
This book is IN GAME in TESO:
https://elderscrolls.fandom.com/wiki/Noxiphilic_Sanguivoria_(Book)
So tell me, why the heck do I not regenerate as a tier 4 vampire? And why do I feel like I'm weaker in tier 4 than in tier 1? xD
I have to say your vampire expertise is impressive. The fact that you aren't rage posting everyday about the current state of vamp says a lot about your self control.
This book is IN GAME in TESO:
https://elderscrolls.fandom.com/wiki/Noxiphilic_Sanguivoria_(Book)
So tell me, why the heck do I not regenerate as a tier 4 vampire? And why do I feel like I'm weaker in tier 4 than in tier 1? xD
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
Your Mist Form suggestion is not gonna work out. Why would you slot Mist Form for Major Expedition and Major Protection if you can slot Revealing Flare for permanent passive Major Protection at no cost without needing to be vampire. It's just not worth making yourself unable to attack and use other skills just to gain Major Protection and Expedition - oh and does Mist Form still negate allied healing in your suggestion?
Mist Form should half it's mitigation for PvE and gain the rest of it as mitigation against player damage. Problem solved and the skill is useful again. That way it is comparable to Meditate + Psijic passives.
The rest of your suggestions are fine.
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
While I still prefer my take on the vampire, I like your version too, as long as they remove the negative regeneration.
The negative regeneration makes sense conceptually - as your vampiric powers grow, your mortal powers become more taxing. The problem is that pretty much all our powers are mortal, and the vampiric ones that could replace them suck. So I'd prefer if they first made all the skills fun and effective to use before axing the whole regeneration concept.
As for diminished health regen, that has been part of TES Vampires at least in Daggerfall and Morrowind, so I don't see why you'd say it doesn't make sense. At least we don't get sun damage while walking in daylight, lol.
What I would have done in regards to healing, is to make the Ring of the Pale Order effect a base passive for Vampires. Frankly I felt it was a damn insult that it was added the same patch as the Vampire overhaul.
So your "natural" health regeneration (and possibly healing received) is diminished, and you have to deal damage i.e. draw blood to heal yourself effectively. That would make sense conceptually for TES Vampires, not this backwards way where they have us spend health to deal damage.
I wonder where in the vampires of Morrowind, Oblivion or Skyrim say they don't regenerate health. ONLY in Skyrim you can regenerate health naturally, and even if the vampires have disabled regeneration WHILE IT'S DAYTIME, they also have no stamina or Magicka regeneration...BUT WAIT, there's more; Not only you're not talking about the same disease(cause you are talking about SANGUINAE VAMPIRIS, and this is NOXIPHILIA SANGUIVORIA), but it is actually stated that vampires don't suffer negatives during daytime, but instead become super powerful during the night.
"If it is contracted, the blood of uninfected specimens is required for sustenance. Unlike those infected with Sanguinare Vampiris, for example, victims of Noxiphilic Sanguivoria are not weakened or otherwise harmed by sunlight; and they are instead strengthened during the night. As such, their regenerative abilities are greatly enhanced at night, and they become immensely courageous and resistant to pain during the darker hours"
Thecompton73 wrote: »TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
So you wanna make Vamp kill 5 enemies in less than 10 seconds to get the same amount of wd/sd you get now from making use of the stage 4 passive to get it in 3 seconds or instantly via cloak or an invisibility pot? No thanks
TX12001rwb17_ESO wrote: »I had an idea for how the existing system could be enhanced to feel powerful, remove Strike from Shadows as it cannot be procced easily by a lot of builds, instead replace it with the Stage 4 Passive Unnatural Movement (Your weaker stages will be the running and hiding stages where as the stronger stages will be about combat)
Stage 1: Dark Stalker Remains the Same
Stage 2: Unnatural Movement Remains the Same but Moved to Stage 2 from Stage 4
Stage 3: Undeath Remains the Same
Stage 4: Blood Frenzy Increase weapon and spell damage by 60 points for 10 seconds whenever you kill a creature, this effect can stack 5 times up to 300 Weapon and Spell damage
The existing Blood Frenzy ability would be replaced by the following ability.
Blood Swarm The Vampire commands a Swarm of Bats in the targeted area for 8 seconds that deal XXX damage every second, the swarm grows in strength increasing in damage by 50% for every enemy in the swarm up to a maximum of 250%
Morph 1: Empowering Swarm Now applies Minor magickasteal and Minor lifesteal to targets within the Swarm.
Morph 2: Razor Swarm Now applies Major Breach to targets within the Swarm
The Mist Form ability will be completely altered so it works again in PvE and is less OP in PvP and become as ZOS insists it is, an escape ability.
Mist Form Applies Major Expedition, Major Protection and grants immunity to Snares and Immobilizations
Morph 1: Shadow Mist After the Mist Effects ends gain 300 weapon and spell damage for 3 seconds.
Morph 2: Regenerating Mist Recover 300 Health and Stamina every second while in Mist Form.
The Perfect Scion morph is viewed by many as a useless morph, however just looking at it as a morph makes you forget how powerful the ultimate it is attached to really is, so why not make it that in addition to it's existing effects it also allows you to stay transformed for 30 seconds up from 20 seconds
While I still prefer my take on the vampire, I like your version too, as long as they remove the negative regeneration.
The negative regeneration makes sense conceptually - as your vampiric powers grow, your mortal powers become more taxing. The problem is that pretty much all our powers are mortal, and the vampiric ones that could replace them suck. So I'd prefer if they first made all the skills fun and effective to use before axing the whole regeneration concept.
As for diminished health regen, that has been part of TES Vampires at least in Daggerfall and Morrowind, so I don't see why you'd say it doesn't make sense. At least we don't get sun damage while walking in daylight, lol.
What I would have done in regards to healing, is to make the Ring of the Pale Order effect a base passive for Vampires. Frankly I felt it was a damn insult that it was added the same patch as the Vampire overhaul.
So your "natural" health regeneration (and possibly healing received) is diminished, and you have to deal damage i.e. draw blood to heal yourself effectively. That would make sense conceptually for TES Vampires, not this backwards way where they have us spend health to deal damage.
I wonder where in the vampires of Morrowind, Oblivion or Skyrim say they don't regenerate health. ONLY in Skyrim you can regenerate health naturally, and even if the vampires have disabled regeneration WHILE IT'S DAYTIME, they also have no stamina or Magicka regeneration...BUT WAIT, there's more; Not only you're not talking about the same disease(cause you are talking about SANGUINAE VAMPIRIS, and this is NOXIPHILIA SANGUIVORIA), but it is actually stated that vampires don't suffer negatives during daytime, but instead become super powerful during the night.
"If it is contracted, the blood of uninfected specimens is required for sustenance. Unlike those infected with Sanguinare Vampiris, for example, victims of Noxiphilic Sanguivoria are not weakened or otherwise harmed by sunlight; and they are instead strengthened during the night. As such, their regenerative abilities are greatly enhanced at night, and they become immensely courageous and resistant to pain during the darker hours"
In Morrowind, as a Vampire, you can't regenerate health by sleeping or resting - which would be the normal way to regenerate health for mortals in that game, outside of potions and spells.
Of course, that's PORPHYRIC HEMOPHILIA. Each game has it's own strain because they are all a bit different mechanically, but there is precedent in TES for Vampires to have diffiulty regenerating health. It's not nonsensical per se is what I'm saying.
In ESO, all the original texts that describe Vampirism are kind of obsolete since the overhaul, for example there are no longer any drawbacks or bonuses depending on the time of day.