Still too powerful. There is not set in game that increase damage by 30% than why we have mitigation that add this?
The benefit of undeath should not overpower the vampires innate weakness to fire. Weakness to fire is only like 10%. So vampires aren't actually *weak* to fire, they're just slightly less strong against it. I am in favor of just straight up removing the undeath passive entirely. I think it's a stupid and broken skill that's only in the game to push people to buy the vamp skill line on all their toons, same as channelled acceleration in the psijic line. At the very least it should only kick in at 25% health or something instead of scaling continuously.
MEBengalsFan2001 wrote: »How about this...
Stage 1 Vampire: 0% damage reduction and fire damage does 10% more damage
Stage 2 Vampire: 10% damage reduction and fire damage does 25% more damage
Stage 3 Vampire 15% damage reduction and fire damage does 50% more damage
Stage 4 Vampire 20% damage reduction and fire damage does 75% more damage
Vampires are not immune to fire with this setup. If fact, this would encourage players not be a vampire and if you go against a player not using fire you would have an advantage; however, if there was a slight ticket increase to vampires in PVP, many players would probably start to use more fire based damaging abilities.
Basically this would just encourage more DK and well why not. LOL.....
YandereGirlfriend wrote: »The benefit of undeath should not overpower the vampires innate weakness to fire. Weakness to fire is only like 10%. So vampires aren't actually *weak* to fire, they're just slightly less strong against it. I am in favor of just straight up removing the undeath passive entirely. I think it's a stupid and broken skill that's only in the game to push people to buy the vamp skill line on all their toons, same as channelled acceleration in the psijic line. At the very least it should only kick in at 25% health or something instead of scaling continuously.
This is the elephant in the room re: vamps (and werewolves).
The elemental penalties that they incur are simply there for RP flavor and not as meaningful balance considerations for taking on the power of the curse.
If Undeath remained at 30% then the Flame Damage penalty really ought to be on par with the single-player games where we're talking like double damage taken from Flame. THAT is a meaningful penalty for going vamp but it is balanced by being stronger against everything else. The increase to ability costs is and always has been silly and total nonsense from a lore perspective. The cost increases should be dropped entirely while the Flame damage penalty is juiced up.
YandereGirlfriend wrote: »The benefit of undeath should not overpower the vampires innate weakness to fire. Weakness to fire is only like 10%. So vampires aren't actually *weak* to fire, they're just slightly less strong against it. I am in favor of just straight up removing the undeath passive entirely. I think it's a stupid and broken skill that's only in the game to push people to buy the vamp skill line on all their toons, same as channelled acceleration in the psijic line. At the very least it should only kick in at 25% health or something instead of scaling continuously.
This is the elephant in the room re: vamps (and werewolves).
The elemental penalties that they incur are simply there for RP flavor and not as meaningful balance considerations for taking on the power of the curse.
If Undeath remained at 30% then the Flame Damage penalty really ought to be on par with the single-player games where we're talking like double damage taken from Flame. THAT is a meaningful penalty for going vamp but it is balanced by being stronger against everything else. The increase to ability costs is and always has been silly and total nonsense from a lore perspective. The cost increases should be dropped entirely while the Flame damage penalty is juiced up.
Respectfully I think you need to decide what's more important to you, balance or lore, and defend that stance. In your above post you kinda flipflop and therefore contradict yourself.
I can tell you that I honestly don't give a flying fart about lore... All I do is PvP... I want balance.
I say (and I'm mostly listing other peoples ideas here, the ones I liked, not trying to take credit,)
1) reduce undeath passive to 20%.
2) leave the fire damage increase how it is, so we can see how the other chsnges work out without changing too many variables at once, but completely remove flame damage from the list of what gets mitigated by undeath.
3) leave the ability cost increases how they are.
4) rework some of the active vampire skills so they aren't so useless. As compensation for the nerfs and to give people more than 1 reason to be a vampire.
The benefit of undeath should not overpower the vampires innate weakness to fire. Weakness to fire is only like 10%. So vampires aren't actually *weak* to fire, they're just slightly less strong against it. I am in favor of just straight up removing the undeath passive entirely. I think it's a stupid and broken skill that's only in the game to push people to buy the vamp skill line on all their toons, same as channelled acceleration in the psijic line. At the very least it should only kick in at 25% health or something instead of scaling continuously.
And let's leave balance discussions to those that not only understand vampires but also understand how their existence effects overall game balance in the current meta. Tankyness is a problem and undeath is a big part of that problem. 8 out of 10 competitive pvp builds these days are vampires. Either for the stealth or for the undeath. Not so much for any other reason and certainly not for the active abilities. Vampire needs to retain it's relative strength, yes, but by shifting that strength out of passives and into active abilities.
In short, undeath is a problem. If you don't know that then you don't know much.
Classes that counter fire is only dk and magicka especially , this means vampire have no negatives on pvp only negative are costs health regen are nerfed anyway so no one use it too maybe few players but most people ignore these stat.
@Jammy420 I agree with some what you're saying and if you read MY posts you'll notice what I'm trying to suggest is moving some of the vampire strength out of passives and into active abilities. I'm not trying to make vampires weaker, I'm trying to fix the overall tank meta by nerfing one bit contributor but compensating vampires in other ways.
I can see you haven't liked any of the vampire changes for a long time... But if you remember ZOS' reason for revamping was because everybody was a vampire for the passive recovery but they didn't actually DO anything a vampire would do. It wasn't about being a vampire it was just about min/maxing your character. It was obligatory, like maxing undaunted or grinding alchemy for medicinal use.
Vampire is the same now but because of the undeath passive instead. In pvp everybody is using it. So I'm saying nerf that a little... So people can actually die again sometimes... But rework some of the previously nerfed active abilities to not suck again.
Fruity_Ninja wrote: »Nerf/change undeath and mist form, and already we would have a much better balance in PVP. There would be a lot more deaths and a lot less stalemates.
Hell while they’re at it, cap health through battle spirit at 35k maximum.
It would make the world of difference.
kyatos_binarini wrote: »something like
1 stage = up to 7.5%
2 stage = up to 15%
3 stage = up to 22.5%
4 stage = up to 30%
(and maybe the same could be done to other passives)
it perfectly fits the idea of "more power = more penalty" and would make this passive less overpowered in pvp