Other_Name wrote: »If it was added to make merchants available, yes, but why only merchants? I don't see why the general citizenry of Tamriel is immune to Illusion magic.
Vampire's Seduction
This power is similar to the Calm spell and can be used once a day. Once the Dawnguard add-on is installed, Vampire's Seduction will allow you to feed on NPCs at any time, regardless of whether they are sleeping. If you do not possess this power during the vampire version of the quest ProphetDG, you will temporarily receive it in order to enthrall Dexion Evicus, only to have it disappear after use.
The developers are walking a tight line with things like vampirism.
Realistically they should be extremely powerful etc. etc. but it's an online multiplayer game and a balance must be struck.
Also, realistically, any pale faced players would be attacked on sight by guards in nearly every locale.
You certainly wouldn't be able to waltz through Alinor with vein streaked faces like you can in ESO.Other_Name wrote: »If it was added to make merchants available, yes, but why only merchants? I don't see why the general citizenry of Tamriel is immune to Illusion magic.
This actually lines up with the single player games.
In Skyrim, vampires' (pre Lords) ability to affect others was limited and you could only do it once per day. You couldn't just run around mesmerizing everyone.
https://en.uesp.net/wiki/Skyrim:VampirismVampire's Seduction
This power is similar to the Calm spell and can be used once a day. Once the Dawnguard add-on is installed, Vampire's Seduction will allow you to feed on NPCs at any time, regardless of whether they are sleeping. If you do not possess this power during the vampire version of the quest ProphetDG, you will temporarily receive it in order to enthrall Dexion Evicus, only to have it disappear after use.
Think about it.
If vampires could then they'd probably be ruling the world.
Why merchants? Other than the obvious practical answer of that's what players need?
Look at where the mercantile skill is in the single player games. In the vicinity of persuasion. It's a talky affair and merchants generally open to negotiation. Their minds being more susceptible to influence lines up.
I always believed Vampirism and Lycanthropy should've lived up to what they are. Curses. ESO should have made them come with a host of drawbacks that only the most adamant and prepared players would have their characters stay cursed, making the decision more important and meaningful.
My one question stemming from that is, how many people are playing Vampires because they actually want to be a Vampire, and not just because it's Optimal for their Build.
I always believed Vampirism and Lycanthropy should've lived up to what they are. Curses. ESO should have made them come with a host of drawbacks that only the most adamant and prepared players would have their characters stay cursed, making the decision more important and meaningful.
My one question stemming from that is, how many people are playing Vampires because they actually want to be a Vampire, and not just because it's Optimal for their Build.