Totally agree, this passive is extremely broken and vastly outweighs the drawbacks. The majority of people who go vampire (which is anyone who is properly building in pvp) do it solely for this passive - most don't utilize a single active ability or another passive.
Something that many people do not realize, is that undeath starts scaling from 99% hp. By the time you hit 50% health, you are already receiving roughly 15% flat mitigation from undeath, which is stronger than any flat damage modifier that exists in the game currently. the drawbacks of being a vampire are not insignificant, but they are nowhere near a reasonable trade off for undeath in it's current state.
I wrote a pretty detailed post about the current tank meta and what I think should change in U37, and undeath was the very first thing that I suggested should be changed. My suggestion for undeath is as follows;
When you reach 30% or lower HP, gain 20% damage mitigation.
This is a flat 10% nerf to the max mitigation, but more importantly it makes it function as a clutch "emergency" mitigation passive instead of an overpowered mitigation passive that is always active. I also think they should revert the change to health recovery where it is halved in PVP, so that there is more of a contrast between the reasons to be or not to be a vampire.
I think they could even compensate for this nerf with some other adjustments to the skill line as well, such as reworking the unused abilities and several of the passives.
- Strike from the shadows - instead of only granting the weapon and spell damage only when leaving mist form or stealth, this should also grant the stats upon any cast of any vampire ability.
- Mesmerize and morphs - this ability is just bad. ESO has severe "location desync", meaning that the server cannot accurately determine location based skill conditions, such as the "when enemies are facing you" condition that this ability has. I'm all for having a globally accessible mag cost hard CC like this, but the location based condition should be removed. One morph could just be a 180 degree cone that keeps the snare component, and the other morph should be the 360 degree circle. The range on these abilities should be 7-8 meters.
- Vamp drain and morphs - Vamp drain used to actually be a good stun, but now it is a weird channel with very niche secondary effects. I'd like to see this reworked into a more globally applicable ability.
Edit: I also wanted to add that they absolutely need to do something about mist form. I've always enjoyed using evasive mist on my DK and Mplar in pvp, but currently the "troll tank" builds that it enables are just disgusting. There are so many people in pvp who build to reduce the cost of mist to 0, with sets that grant them damage shields or have broken synergy with the functionality of mist form, with the sole intention or being totally unkillable so that they can stand on flags/burn siege/troll. The easiest way to fix this is to add exponential scaling to the cost of mist form, so that it increases in cost each second that it is active.
did you forget about the downsides? sure maybe the 30% is too much but wouldn't go lower than 20% and that only if the percent of low hp max value is raised from 0% to maybe 25%.
so many players biased towards this just because they can't one shot clap gank like they used to during caluurion oaken nb or before, anymore
kyatos_binarini wrote: »1. 30% at 1% hp (or something like that) and about 15% at 50% where execute abilities start working. So it’s not “major protection” x3
2. It has drawbacks (increased regular ability cost and fire damage)
3. Judging by uesp calculator, even 15% at 50% hp will become about 2-3% reduction after all calculations
All 11 of my characters before I quit were Vampires, primarily to abuse Undeath so I could run full damage sets while never dying and getting accused of being a "hacker" by players who come here and cry for damage nerfs (not directed at you).Jabbs_Giggity wrote: »[snip]
xylena_lazarow wrote: »All 11 of my characters before I quit were Vampires, primarily to abuse Undeath so I could run full damage sets while never dying and getting accused of being a "hacker" by players who come here and cry for damage nerfs (not directed at you).Jabbs_Giggity wrote: »[snip]
I can agree with this. The game is simply a mess. Rallying Cry is an abomination. Nerfing Undeath alone would not end the tank meta. I'll also agree that Undeath could instead be nerfed by increasing the severity of the drawbacks, which become insignificant on a meta minmax build. The nerf to their HP Regen is supposed to be what balances out the high mitigation, but since that's irrelevant to PvP these days, it would need to hit their overall Healing Received, and hit it hard.Jabbs_Giggity wrote: »Most vamps that seem like Undeath is the problem are pairing things like sithis' gaze and sea-serpent's into their build and rallying cry for crit resists... DK's running plaguebreak/rallying cry/serpents/ bloodspawn... Vamps should have more drawbacks, yes.
Jabbs_Giggity wrote: »I won't agree or disagree, but I will say this...
Yes there should be more drawbacks to being a vamp, such as disabling the fighters guild tree while you are vamp and taking 300% more damage from fighters guild skills. This too easily allows you to build for damage and mitigation currently.
Let me tell you, oil's hurt like a [snip] in cyro as a vamp. Mag DKs hit harder on you.
However, there are far more broken and toxic things in this game than vamps.
Mythics = p2w 100%
Nocturnal set = perma can't use buffs
Proc sets like plaguebreak and scavengers
ICE wardens and perma CC+immobilize+stun+root
And lastly...LAG
You choose vampire in pvp for one or all of three things.
-Mistform. Most OP thing in the entire line
-Batswarm. Also awesome and life saving, great damage.
If a non NB ganker:
-invis passive and sprint passive.
All three of those are miles better than the measly undeath passive. You don't notice a single thing with it. If enemy uses an execute and ur blocking and ur at 10% health you might be able to crutch on the passive, but blocking is the main mitigation here, non undeath. Just a little cherry on top of the low health mitigation.
Pls continue to beg for it to be removed maybe we'll get a better passive than undeath. It's that weak. I run stage 4 vamp and could care less if it was removed.
Also the downsides to vampire are borderline detrimental. I can't even fight DKs any more. Let alone think about being able to sustain breathing.
Stop asking for more downsides to vampire, they are already painfull AF.
Vampires need to be far more vulnerable to fire and warrior guid damage,
but even more importantly, Mist Form must be fixed finally. In NoProc - NoCP, there is no way to defeat a half decently build player who uses it together with LOS break/ shield Ulti within a reasonable time span.
xylena_lazarow wrote: »All 11 of my characters before I quit were Vampires, primarily to abuse Undeath so I could run full damage sets while never dying and getting accused of being a "hacker" by players who come here and cry for damage nerfs (not directed at you).Jabbs_Giggity wrote: »[snip]
[edited to remove quote]
Thecompton73 wrote: »Undeath was a vampire passive long before the current tank meta. Sure it contributes to it but there are so many other facets of the game that all combine to make this meta so boring. Hybridization of healing is huge as everyone can run multiple HOTs as well as having access to class burst heals regardless of which stat pool they draw from. Healing CP's that can stack for +20% healing. Wardens and DK's having major mending baked into their skills/passives. Major protection and major evasion are easily accessible with 100% uptime. Being able to drop block costs or mist form costs below your recovery rate (including recovery from sets, constitution passive, DK class passives..etc), to enable perma-blocking or perma-misting. Damage nerfs to make the large majority of sticky dots do sub 500 points of damage while ticking at half the frequency. Damage nerfs to scaling skills such as Inevitable or Proxy Det. Nerfs to class damage skills. Movement speed stacking beyond the servers capability to track a targets position, making it nearly impossible to line up a melee skill for activation.
Celestially wrote: »Undeath…
This is a passive that gives a player up to a 30% damage mitigation (That’s 3 Major Protections!)
It slows the pace of combat dramatically.
It makes new players not wanna play pvp because “how are they not dying and why am I dying so fast”
Anybody who is anybody is using stage 3 vampire.
Put the 2 best pvp’rs against each other same class same build except 1 is a stage 3 vampire and the other is not…The vampire wins every time.
Using this passive with a common set like daedric trickery allows a user to easily access a 40% damage mitigation and that’s not even counting any of their physical and spell resistance.
There’s really no reason not to be a vampire in this current state of the game and I think that’s pretty lame.
It’s been long enough can we please rework this passive.
Possible rework choices/// Magic recovery/// The negation of one of the vampire drawbacks like flame damage reduction/// Gaining major protection when your health falls below 50% for x Seconds///
Side note, saw a 37k health stamblade ganker yesterday. Was two shotting players left and right like it was 2018 and he had 18k health...but undeath is the problem