Mainly will you buff us in another way to compensate the cost reduction loss? Maybe idk... reduction of the fire weakness based on stage (1 behing the lowest fire weakness at) or increased stat at nights/in caves? While nerfing a few skill is fine we currently gain no benefits and all loss from vampirism at the moment... a weakness that cannot and will not be justified with 21% cost reduction to spells at stage 4 wich still gives us no reason to go stage one because wed rather have a bonus then gain nothing at all. At that point one needs to question if vampirism provide any advantage worth actualy gimping oneself with fire weakness when restoration staff or class heals are better by default and the ult itself doesn't scale with its ridiculusly high cost. You said vampire would have advantage and disadvantage so were are my advantage

actualy can we get a nerf to sorcerer and dragonknight next you guys seems to know what you doing.
The changes are good this doesn't mean they cant delve deeper however and keep vamp interesting otherwise by making it overpowered in costs. As I said the fire damage is static wich is bad design and stage 1 to 4 only has advantage wich is ALSO bad design
If they reduced fire damage taken at stage one and double the final fire damage at stage 4 wed have a feeling similar to the vampire in skyrim and oblivion and a serious reason to consider feeding.
to resume
ST1: 25% fire weakness -0% reduction 25% cold resist
ST2: 50% fire weakness -25% reduction 50% cold resist -7% cost
ST3: 75% fire weakness -50% reduction 75% cold resist -14% cost
ST4: 100% fire weakness -75% reduction 100% cold resist -21% cost attacked on sight by guard (justice system)
Why cold resistance: Basicaly in elder scroll lore vampire gain resistance to cold as they advance in stage... very few enemies in the game use cold damage save for mages and wraith and as such it will have little to no impact and will remain mostly a rp flavor of vampirism
Why increased and decreased fire weakness: Fire weakness as it is has no impact on feeding and as such choosing to forego feeding is the same to a vamp as going power mode as there are no true drawback. By increasing the fire weakness in stage four and reducing it in stage one in conjunction with increasing cold resistance you create a balance of power wich force the player to constantly choose between letting the stage advance to the risk of making a content near impossible or feeding to make the challenge easyer at the cost of weakening their power. Fire weakness becomes the mechanics wich will force vampire to take a choice when to feed or not.
Why attacked on sight at stage 4: vampirism becomes truly apparent at stage 4 as such its normal that NPC will take notice and react accordingly... if you want to have contact with people in town you need to look human in the first place.
Those are the kind of compensation id be asking for... of course not witheout a cost, this would make vampirism dynamic and interesting again while giving it specific weak point wich force the player to keep on alert with its feeding stage. Nothing overpowered in that just a small rework of the passives
Edited by Kyubi_3002b16_ESO on May 8, 2014 1:12PM One bow to darken the sun
One bow to unite the clans
One bow to conquer the world and in darkness drown it...
- Prophecy of the tyranny of the sun