Bat Swarm + Impulse/Talons
One of the biggest improvement that can be made to Vampires is to stop the Bat Swarm + Dark Talons, Bat Swarm + Impulse, Bat Swarm + Streak, Streak, Streak...
To Fix: There are 2 easy fixes that don't "nerf" Bat Swarm.
1. When Bat Swarm is active, your other abilities grey out until Bat Swarm ends. This is easy but removes the choice, which brings me to 2.
2. When activated, Bat Swarm should have the same effect as Soul Assault. If you activate an ability while Bat Swarm is active, the Bat Swarm ends. This means a player mid Bat Swarm has a choice to finish it, or start spamming Dark Talons and Impulse.
This will keep Bat Swarm powerful but deny stacking it with other abilities which is one of the biggest reasons the Zergball technique works so well.
"All" intensifiestimidobserver wrote: »IMO, they should just go ahead and nerf batswarm so we can move on. We all know it is coming. I'd rather just have it sooner than later so I can readjust my build.
ravenhartb14_ESO wrote: »Yes. Let's take the ultimate out of an ultimate ability and make it no better than a normal ability.
Bat swarm already has a huge cost compared to other ultimates and does mediocre damage for cost output. The fact that it is AOE improves the value. I find for the cost, Bat Swarm is very balanced.
Not to mention that you can see the bat swarm effect a mile away.
Protip: to avoid damage from highly visible Area Of Effect skills, remove yourself from the Area Of Effect.
ravenhartb14_ESO wrote: »Yes. Let's take the ultimate out of an ultimate ability and make it no better than a normal ability.
Bat swarm already has a huge cost compared to other ultimates and does mediocre damage for cost output. The fact that it is AOE improves the value. I find for the cost, Bat Swarm is very balanced.
Not to mention that you can see the bat swarm effect a mile away.
Protip: to avoid damage from highly visible Area Of Effect skills, remove yourself from the Area Of Effect.
1. It is nondirectional, it life leeches, it does NOT do mediocre damage for cost output and in big group situations you can often regenerate your Ultimate within seconds of casting it from using Talons/Impulse and other abilities with it.
2. When you are in a group situation, all you can see is 3 Bat Swarms from a group spamming 20 Impusles, Dark Talons, and every other thing you can think of.
3. Bat Swarm would still be an awesome ability with this fix applied. What it would not be, is Nacho Cheese Combo. The Problem is less how good the ability is, and more about being able to use your other abilities with it active. Fixing this, and making it work like other Ultimates would improve PVP altogether.
Nox_Aeterna wrote: »ravenhartb14_ESO wrote: »Yes. Let's take the ultimate out of an ultimate ability and make it no better than a normal ability.
Bat swarm already has a huge cost compared to other ultimates and does mediocre damage for cost output. The fact that it is AOE improves the value. I find for the cost, Bat Swarm is very balanced.
Not to mention that you can see the bat swarm effect a mile away.
Protip: to avoid damage from highly visible Area Of Effect skills, remove yourself from the Area Of Effect.
1. It is nondirectional, it life leeches, it does NOT do mediocre damage for cost output and in big group situations you can often regenerate your Ultimate within seconds of casting it from using Talons/Impulse and other abilities with it.
2. When you are in a group situation, all you can see is 3 Bat Swarms from a group spamming 20 Impusles, Dark Talons, and every other thing you can think of.
3. Bat Swarm would still be an awesome ability with this fix applied. What it would not be, is Nacho Cheese Combo. The Problem is less how good the ability is, and more about being able to use your other abilities with it active. Fixing this, and making it work like other Ultimates would improve PVP altogether.
"Fixing" (or like i said using the actual right word nerfing) would just like i said make one skill players pay dearly for to become worse than the other already current ultimates.
If you want to make vampires get crappy skills , then like i said take away from the problems of being a vampire also.
I agree with the other post , the only way this would actually be fair without messing with anything else on the vampires would be applying this to every single ult skill in this game.
1. There are a few Ultimate Abilities (like Soul Assault, or the Templar healing) that require Channeling. What I am suggesting still allows the Vamp to run around like crazy. What it doesn't permit is Zergballing.
2. Negate Magic already has an AoE cap of 6 targets so if a Zergball has 12 people in it, you only hit 1/2 of them at random; you might not even actually negate the targets you wanted to if given an option. Same AoE cap applies to Meteor.
With Bat Swarm the real abuse is that being free to use your other abilities with it. That takes a very powerful ability and puts it over the top as cheese.
3. The AoE cap of Bat Swarm matters very little when 3-4 people in a group of 12 are doing it, and wearing maximized Fire Resistance so even if you do attack the Zergball with Silver Shards or a Fire Spell there is no guarantee you will actually hit a Vampire.
4. If you do, it won't matter because most Zergballs use Combat Prayer, or some other form of Healing.
Combined with the Bat Swarm life drain, and other Life Drain or Healing being spammed by the vamp overheals beyond any amount of damage that can hit the Zergball. Others in the zergball also have Combat Prayer and other forms of Healing along with usually 2-3 Vamps.
Interesting to note that most of the "opposition" has no argument, they just assume you don't know how to dodge AoE. Then they use this to make an Ad Hominem attack.
Nox_Aeterna wrote: »ravenhartb14_ESO wrote: »Yes. Let's take the ultimate out of an ultimate ability and make it no better than a normal ability.
Bat swarm already has a huge cost compared to other ultimates and does mediocre damage for cost output. The fact that it is AOE improves the value. I find for the cost, Bat Swarm is very balanced.
Not to mention that you can see the bat swarm effect a mile away.
Protip: to avoid damage from highly visible Area Of Effect skills, remove yourself from the Area Of Effect.
1. It is nondirectional, it life leeches, it does NOT do mediocre damage for cost output and in big group situations you can often regenerate your Ultimate within seconds of casting it from using Talons/Impulse and other abilities with it.
2. When you are in a group situation, all you can see is 3 Bat Swarms from a group spamming 20 Impusles, Dark Talons, and every other thing you can think of.
3. Bat Swarm would still be an awesome ability with this fix applied. What it would not be, is Nacho Cheese Combo. The Problem is less how good the ability is, and more about being able to use your other abilities with it active. Fixing this, and making it work like other Ultimates would improve PVP altogether.
"Fixing" (or like i said using the actual right word nerfing) would just like i said make one skill players pay dearly for to become worse than the other already current ultimates.
If you want to make vampires get crappy skills , then like i said take away from the problems of being a vampire also.
I agree with the other post , the only way this would actually be fair without messing with anything else on the vampires would be applying this to every single ult skill in this game.
1. Wrong. Applying this to every Ultimate in the game is nonsense because not every Ultimate in the game lets you use the ability itself + other abilities at the same time, with a gigantic AoE. There are also a lot of single target ultimates, and ultimates that deal no damage at all, so your argument is refuted as nonsensical.
2. Many Ultimate abilities such as the Templar Healing ultimate and Soul Assault already work that way. Dragonknight Standard only hits 6 players, doesn't heal the caster and "remains in place." Meteor follows the target but only hits 6 random players.
3. Another fix for Bat Swarm is to just make it like Dragonknight Standard, where it is in place. The Templar Healing ultimate makes you stand still while using it, after all. But Soul Assault lets you walk around; but if you drop Dark Talons while using it, the channeling of Soul Assault ends.
3. Another fix, is to greatly reduce the size of the AoE to 7m, which would be reasonable considering you would still be able to use your other abilities while using it, and walk around.
None of this is a Nerf because Nerfing makes an ability weaker, while Fixing changes a mechanic instead of the skill itself. The Nerf would be to reduce the size to 5m. The Fix is to make it so the ability stops if you activate a Skill while Bat Swarm is in use.
If you like small group PvP (2-4 players) and solo PvP check out my videohttps://youtube.com/watch?v=jechGImtFio
SPOILER: The first 40 seconds of the video contains a scene from the final Molag Bal boss fight!
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ExiledKhallisi wrote: »*Looks at standard and Solar Flare that do 3x the damage batswarm does*
Interesting to note that most of the "opposition" has no argument, they just assume you don't know how to dodge AoE. Then they use this to make an Ad Hominem attack.
"All" intensifiestimidobserver wrote: »IMO, they should just go ahead and nerf batswarm so we can move on. We all know it is coming. I'd rather just have it sooner than later so I can readjust my build.
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1. Wrong. Applying this to every Ultimate in the game is nonsense because not every Ultimate in the game lets you use the ability itself + other abilities at the same time, with a gigantic AoE.
Here's the best way to deal with bat swarm. Run away from it until it ends! Then set the vampire on fire.
Why should your inability to deal with this in PVP affect my PVE?