Should the vampire be completely redesigned?

  • Diundriel
    Diundriel
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    Partially rework
    bring back the old vampire ulti ;)
    GM of former Slack Squad PvP Raid Guild
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  • Arcturus
    Arcturus
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    Yes
    Arcturus wrote: »
    I won't stop insisting on a full vampire rework in the forums until we AT LEAST get a Vampire Lord transformation and not a reskinned goliath.

    And for the love of Mara, make new vampire stage skins and fix the tats. Crown store or not, I don't care.

    @Arcturus
    What could they possibly do to do as you are requesting?
    Also, how is it a reskin of Bone Goliath?

    Goliath: +30k max HP
    Scion: see enemies through walls, heal for 15% of all the damage you do, gain +10k to each Max Stamina, Max Magicka, and Max HP
    I see a big difference already
    Those are not morphed either. Add morphs, even bigger difference.
    I do agree on the "fix the tats" part. Paints shouldn't get paled by vamp stages.

    Because the ultimate is just a polymorph visually, not an actual transformation like with the werewolf. You don't get a unique VL, you just get wallhacks with a polymorph that looks silly af running around with a stick. I'd much rather have a real VL ultimate with a magic and melee mode depending on the bar you're on and that can be maintained indefinetly that does not have wallhacks or anything like that and is just an extra way to PvP or PvE that is good enough to be used without being meta.

    Easier said than done but I'm sure they got the manpower to cook it up.
  • KaironBlackbard
    KaironBlackbard
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    No
    I cooked that up all by myself. Pretty much just copied Skyrim and translated it to ESO.
  • Bluestin
    Bluestin
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    Partially rework
    I think Undeath should be gone. It's very strange to just see so many people going for Vampire and the common reason is for an incoming damage reduction passive for PvP, really disappointing to just see Cyrodiil as essentially a 3-way Vampire War.

    I like the idea of Vampire being more focused into Life-stealing/bleed damage/hemorrhaging. Perhaps instead of Undeath, they could gain frost resistance equal to the malus to fire resistance that they take on per vampire stage. Halve the health recovery reduction, remove the normal ability cost increase, and keep the vampiric skill cost reduction (while removing Undeath entirely).

    Also maybe having a way to sustain their vampire lord form like werewolves do for their form, while being brought more in line to werewolves power-range for closer parity between both Daedric curses.
    Edited by Bluestin on June 11, 2024 5:50AM
  • mdjessup4906
    mdjessup4906
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    Partially rework
    All I want is for it to mot be a necessity for pvp. I have zero interest in being a vampire otherwise.
  • KaironBlackbard
    KaironBlackbard
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    No
    Vampire is suicide in PvP.
    Everyone spews fire.
    That increase to fire damage taken is greater than the protection from Undeath.
    You're taking more damage than you are mitigating.
    It's pointless to go Vampire in PvP.
    I'm fed up with dying as a vampire, so I only use Non-Vamps in PvP. I last much much longer like that.
  • Spectral_Force
    Spectral_Force
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    Partially rework
    While I would love to see a full rework of the skill line into something far more synergistic with itself and more worthwhile to create your build around, I think the concepts (and assets) for a lot of these skills are sound enough that, with enough tweaks and adjustments, a full rework shouldn't be necessary. Besides, we're much more likely to get a few tweaks here and there than a full rework only... *checks date* - 4 years after? Has it already been this long?

    I believe the intended rotation with Vampire skills is: toggle Frenzy -> use Mist Form for a Strike from the Shadows proc -> spam Eviscerate -> when health gets dangerously low, use Blood Drain to heal yourself back up -> use Mist Form for a StfS proc again -> repeat, transforming into Scion form when ready. While this might work on a target dummy that is not trying to kill you, it's just not a very worthwhile strategy when you can just use class/guild/weapon skills to do the same if not more damage (let's face it, probably more) without having to resort to suicidal tactics.

    I have no issues with Eviscerate being a melee swipe, though I admit the visuals and sounds could use a lot more work, and the weird reverse scaling based on missing health is awkward to play around and is counter to what you'd imagine to be a typical vampire playstyle (draining health from enemies and trying to stay at as high health as possible). Blood for Blood costing Health helps with sustain, and conceptually vampires' self-healing capabilities should be able to offset this cost.

    While Frenzy is a bit boring as a simple damage buff toggle, I think it has a place in the toolkit. I believe the way it's intended to be used is to bring you to low health to further buff your Eviscerate damage, but people just end up slotting it for the damage buff alone and healing through the cost, which is a completely natural thing to do as no one likes sitting at low health. The reason why I think the ability doesn't need a complete rework is because a vampire sacrificing part of their life force for more damage does make sense, but only when they can readily outheal the cost, using their excess self-heal as a resource, not to bring themselves to death's door.

    Vampiric Drain is a skill that still needs a few buffs to become viable, but again, conceptuallly a ranged damage skill that heals you is basically the definition of vampire. Maybe the damage needs a buff, maybe it should become an execute, maybe the heal should scale off damage done or even off max health, but that's just a matter of tweaking the numbers.

    Mesmerise is probably the skill that will need the most work for people to consider using. Because it does nothing except stun enemies it's not as appealing as other CC skills that also damage enemies or apply extra buffs or debuffs. The limitation that enemies have to be looking at you for the stun to work makes it a very inconsistent skill, as well. The only reason to put it on your bar is to interact with vendors when you're at Stage 4. I previously wrote a long post on the forums about why I think Stage 4 refusal of service should be scrapped entirely as a mechanic, but if we insist on keeping it then there needs to be more of an incentive to use this skill in combat to justify it taking up bar space. People often suggest removing the "facing your direction" limitation, which should make the skill more consistent, or perhaps it needs to apply extra effects (minor breach maybe?), or give it a "while slotted on either bar" effect so it has extra utility outside of making your life less inconvenient - maybe take a page from Restoring Aura's book to give you minor endurance/intellect while slotted (drop fortitude so the two skills don't compete as much and because Stage 4 has 0 health regen anyway).

    Mist Form I'd say is in a pretty good spot as it is - one morph being more geared toward PvP and the other toward PvE, it's a nice mobility skill that occasionally lets you go places you're not exactly supposed to go. The fact that it procs Strike from the Shadows is a nice addition, as well.

    Blood Scion's biggest problem is that there's no reason to go for Perfect Scion. Again, this has been discussed plenty of times on the forums, suggestions including lowering the cost, increasing duration, having a while-slotted effect, etc. I personally would also really like to see Blood Scion's visual design changed, because frankly it's still unpleasant to look at, and not in a good way. I don't even mind it being wingless anymore, but at least the colour scheme needs to change. The dirty pink skin, red cloth, and steel armour don't contrast well and the silhouette isn't very distinct, which isn't helped by the purple flames effect around your character that just blends the colours together and obscures the silhouette more; the scion's posture and gait are just the same as your character's, not particularly imposing (think back to the way Vampire Lords moved in Skyrim when they were on the ground with their claws out, hunched over and arms at the sides). Grey Host's own Bloodknights are what Blood Scion should have looked like - distinct, threatening, and dressed to impress. Unfortunately I think ZOS have a policy of not changing aesthetics of anything, because if you change the look of a thing people dislike, then people who liked the look of that thing will be upset, so we might be stuck with what we got for a while still.

    Undeath seems to cause issues on the PvP side of things, so changing it to only affect damage taken from non-player sources or to only apply while not affected by Battle Spirit might be a good enough quick fix without having to find a solution that works for both PvP and PvE.

    I'd also like to touch on the health regen. If ZOS want their vampires to regenerate slower the more powerful they become, that's fine. But -100% health regen at Stage 4 is a bit extreme. This has been suggested numerous times before, but changing it to -90% or even -95% would effectively serve the same purpose in combat while still allowing you to regenerate back to full HP during downtime. This way, if you take some chip damage from overland mobs, or if you jump off some small rocks or go down some stairs while riding from A to B (mounts and stairs don't mix and you know it) you aren't constantly forced to dismount to heal up.
    I've unearthed the Legendary Antiquity of Mêlée Island and all I got was this stupid T-shirt!
  • notyuu
    notyuu
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    ✭✭
    Partially rework
    so things that should be changed on vampire

    1: Remove the rubber monster ult and replace it with the old bat swarm

    2: make Eviscerate/Arterial Burst have dynamic resource cost

    3: Make the cost increase for blood frenzy cap when it reaches max stacks

    4: replace Drain Vigor with a morph that instead gets bonus healing based on if the target has a bleed dot on them

    5: Return mist form to being a toggle, but give it ramping cost

    6: invert the health regenration penlty aka make it increase health recovery

    7: add in a penelty that when you take fire damage/hit with fighters guild ability your health recovery stops working for X seconds, with that time being based on stage (with roughly 8 seconds at stage 4)

    8: Rework undeath so that it no longer provides unique resistance but instead bolsters health recovery (even further) based on how much HP you are missing.

    ya do those and vampire goes from :neutral: to :smile:
  • KaironBlackbard
    KaironBlackbard
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    No
    Vampiric Drain is a skill that still needs a few buffs to become viable, but again, conceptuallly a ranged damage skill that heals you is basically the definition of vampire. Maybe the damage needs a buff, maybe it should become an execute, maybe the heal should scale off damage done or even off max health, but that's just a matter of tweaking the numbers.

    I have no idea why they nerfed it from 33% to 25%.
    Also no idea why they decided to nerf it to where it gets reduced by battle spirit.
    Used to be 33%, ignoring battle spirit.
    Now it's 25%, 12.5% under battle spirit.
    Missing Health.
    If it were 12.5% of Max health, might be... ok... but Off missing health? They turned it into trash. Used to be my best heal. Now its useless.
    Mesmerise is probably the skill that will need the most work for people to consider using. Because it does nothing except stun enemies it's not as appealing as other CC skills that also damage enemies or apply extra buffs or debuffs. The limitation that enemies have to be looking at you for the stun to work makes it a very inconsistent skill, as well. The only reason to put it on your bar is to interact with vendors when you're at Stage 4. I previously wrote a long post on the forums about why I think Stage 4 refusal of service should be scrapped entirely as a mechanic, but if we insist on keeping it then there needs to be more of an incentive to use this skill in combat to justify it taking up bar space. People often suggest removing the "facing your direction" limitation, which should make the skill more consistent, or perhaps it needs to apply extra effects (minor breach maybe?), or give it a "while slotted on either bar" effect so it has extra utility outside of making your life less inconvenient - maybe take a page from Restoring Aura's book to give you minor endurance/intellect while slotted (drop fortitude so the two skills don't compete as much and because Stage 4 has 0 health regen anyway).

    Mesmerize is the most OP stun in game. Most only do 3. This does 5 and CANNOT BE BLOCKED.
    Most useful in dungeons, when your team leaves you behind to fend off the swarm of ads by yourself while they run to the boss. You get to stun them every 8-10 seconds, keeping yourself from being utterly overwhelmed. (5 stun, 3-5 CCI)

    Then you can morph it into either full AoE, or into Stupefy, which snares them when the stun ends, and I think has a longer cone.
    It also allows you to mesmerize most merchants so you can talk to them as stage 4 instead of being thrown away.
    Doesn't really work on Pack Merchants or basic civilians though.
    Works VERY consistently for me.
    When it's not working, it's because someone else taunted or something.
    As long as you are in their front 180 degrees and have them in the cone, it will stun them.
    If you are always in the back 180 degrees, you'd better be a nightblade or using flanking sets. That's the only reason it wouldn't work, is if you are flanking, therefore if it's not working, use flanking sets to get maximum effectiveness out of your position.
  • KaironBlackbard
    KaironBlackbard
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    No
    notyuu wrote: »
    so things that should be changed on vampire

    1: Remove the rubber monster ult and replace it with the old bat swarm

    2: make Eviscerate/Arterial Burst have dynamic resource cost

    3: Make the cost increase for blood frenzy cap when it reaches max stacks

    4: replace Drain Vigor with a morph that instead gets bonus healing based on if the target has a bleed dot on them

    5: Return mist form to being a toggle, but give it ramping cost

    6: invert the health regenration penlty aka make it increase health recovery

    7: add in a penelty that when you take fire damage/hit with fighters guild ability your health recovery stops working for X seconds, with that time being based on stage (with roughly 8 seconds at stage 4)

    8: Rework undeath so that it no longer provides unique resistance but instead bolsters health recovery (even further) based on how much HP you are missing.

    ya do those and vampire goes from :neutral: to :smile:

    1: NO

    2: Maybe

    3: It already does have a cap at max stacks.

    4: Is that the stamina morph? I wouldn't mind if that was replaced by bonus healing. If it's my Ultimate generation one, don't you DARE mess with it! My ultimate generator! That's the main reason I use it now since they killed its healing potential by reducing it from 33 to 25 and making it get affected by battle spirit.

    5: Eh. If they do that then they should add Bats as the teleport ability like Mist Form currently is. People like the mobility that the current mist form provides, which I honestly think should have gone to Bats.

    6: That goes against all the lore. They will never do it. Although, previous lore was -15% to all recoveries per stage, maxing at -60% to all recoveries at stage 4. Also, it was only in sunlight, not at all times.

    7: No, just no.

    8: I don't even see the use in the current undeath, but from what people are saying above, it seems like many people will cry foul if it gets changed. Best not put a target on your back.
  • xylena_lazarow
    xylena_lazarow
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    Yes
    Mesmerize is the most OP stun in game
    it's non-functional in PvP due to the RP facing restriction
    PC/NA || CP/Cyro || RIP soft caps
  • KaironBlackbard
    KaironBlackbard
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    No
    Mesmerize is the most OP stun in game
    it's non-functional in PvP due to the RP facing restriction

    If that's the case, then if you are a NB and wearing proper sets, you will insta kill them.
    Otherwise you can hit them with the stun, then get behind them and insta kill them, lest they break free first or use unstoppable effects.
  • Rektadon
    Rektadon
    Partially rework
    I absolutely love vampire skill line simply for the Vampire/Bloody aspect of it. I think they need to work morphs so that they are separated into a categoric manner that's interesting and fun. For example:

    Swarming Scion is perfect for close range and tank builds- just needs a lower cost to be more effective against meta dps builds and maybe change its basic attacks to always eviscerate so they dont look silly with weapons.

    Perfect scion- No one really uses, maybe shift for a Flying scion with slight levitation and range basics similar to overlord (just an example)

    Eviscerate- I think does its job for sassin builds

    Blood frenzy- I know a few damage heavy sins use this very well. but both morphs do the same thing practically, maybe shift sated fury for a for a defensive skill that absorbs blood when you are hit and cost magicka per sec instead?

    Vampiric drain- i think the animation needs to be shift from your hand to your mouth as a vampire would normally feed.
    Drain vigor to a one hit sap that hits for its per second output/input. would make more sense for close combat players.
    Exhilarating Drain, should probably have a 3 sec stun for the duration like feeding does in the over world. That both

    Mesmerize- not sure how it could be any better? accept maybe hypnosis making your enemy attack their team for 5 secs? would be unique

    Mist form- Elusive mist i think its perfect and does its job. Blood mist though- maybe change to just a buff instead of a port that provides major protection/Evasion and blood mist aura <- i would love that since i play vampire tank/healer current mist forms are more disruptive to tanking and healing because of the animation.

    What do you guys think??
    Edited by Rektadon on June 14, 2024 2:33PM
  • notyuu
    notyuu
    ✭✭✭✭✭
    ✭✭
    Partially rework
    notyuu wrote: »
    so things that should be changed on vampire

    1: Remove the rubber monster ult and replace it with the old bat swarm

    2: make Eviscerate/Arterial Burst have dynamic resource cost

    3: Make the cost increase for blood frenzy cap when it reaches max stacks

    4: replace Drain Vigor with a morph that instead gets bonus healing based on if the target has a bleed dot on them

    5: Return mist form to being a toggle, but give it ramping cost

    6: invert the health regenration penlty aka make it increase health recovery

    7: add in a penelty that when you take fire damage/hit with fighters guild ability your health recovery stops working for X seconds, with that time being based on stage (with roughly 8 seconds at stage 4)

    8: Rework undeath so that it no longer provides unique resistance but instead bolsters health recovery (even further) based on how much HP you are missing.

    ya do those and vampire goes from :neutral: to :smile:

    1: NO

    2: Maybe

    3: It already does have a cap at max stacks.

    4: Is that the stamina morph? I wouldn't mind if that was replaced by bonus healing. If it's my Ultimate generation one, don't you DARE mess with it! My ultimate generator! That's the main reason I use it now since they killed its healing potential by reducing it from 33 to 25 and making it get affected by battle spirit.

    5: Eh. If they do that then they should add Bats as the teleport ability like Mist Form currently is. People like the mobility that the current mist form provides, which I honestly think should have gone to Bats.

    6: That goes against all the lore. They will never do it. Although, previous lore was -15% to all recoveries per stage, maxing at -60% to all recoveries at stage 4. Also, it was only in sunlight, not at all times.

    7: No, just no.

    8: I don't even see the use in the current undeath, but from what people are saying above, it seems like many people will cry foul if it gets changed. Best not put a target on your back.

    1: Yes, as it stands right now of the two morphs of the ult only one is picked due to being useful, at least with the old batswarm ult the clouding swarm morph could be used to slap enemies

    2: there aint a maybe to it, as it stands atm, eviscerate morphs eaither cost magicka or health based on morph, I'm saying have them cost mag/stam (whichever is higher) or health based on morph to allow for more verstility

    3: you sure? cuz it sure dosn't seem like that....

    4: yes that's the stam moprh that nobody uses due to it being less effective than a single heavy attack

    5: that..could work too...maybe for the mobility morph..thou sorc would complain

    6: Just like going agsaint the lore that stated that not feeding would make the vampire more of a monster and less like a mortal, surely zos would never do anything to go agsaint lore......oh..wait

    7: without this the health regen boost would be OPAF

    8: if you're not seeing use from undeath then you've never hit a vamp with executioner at 3% hp and do only ~400 damage to them....it's busted with HP builds
  • KaironBlackbard
    KaironBlackbard
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    No
    8: Bud, I'm doing only 300 damage per tick with Thews of the Harbinger on my block tank, who has 48k health and normally deals over 2.2k in PvE with it.
    Battle spirit knocks it to roughly 1.1k, then 50% from max armor would knock it to 550, add 15% from Protections (turning 50 to 65%) and it converts 550 to about 400.
    They are max health.
    AND, they are cutting through my 32k armor as if I have none.
    I have 16k penetration.
    They have over 49k armor AND over 33k penetration.
    Dual Wield.
    I cannot fathom how they've done it.
    These guys aren't even vampires.
    Neither is my block tank.
    Every bit of damage done to them, instantly healed as if I Harbinger never touched them.
    In most cases, 1v1, ends up being a standoff because neither of us can kill the other.
    Unless they are an Arcanist with the Unblinking Eye that chases me around the map. I hate that thing. Too OP.
    It cannot be blocked. Renders me dead swiftly.
    Oh, I'm also using Lingering Flare slotted for Major Protection.
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