chessalavakia_ESO wrote: »Fourth, I'm unsure if Undeath is actually the primary issue.
Make Unnatural Movement stage 3 you say? My favorite vampire passive and I can keep my HP regeneration? Be careful what you wish for as in the right hands it's stronger than you think, especially when in PvP it makes stamina efficiency for people who sprint a lot really nice.
Aiden_Ayzaria wrote: »Why not simply reworking Undeath into an offensive bonus instead? Right now, the problem with Undeath is how it's saving people and making a lot of fight just unfinishable or way longer than it should be for a very low opportunity cost (it's very easy to sustain in nowadays meta even with vampirism cost increase penalty).
The idea would be to turn Undeath into something like "The lower you get, the more damage you get" (a % multiplier might be the best or even some penetration as I fear weapon damage or crit chance would also buff healing capabilities, only displacing the problem). Add the "while in combat tag" to limit abusive use from gankers. The passive would be more niche for sure as it's always risky to play in execute range but I feel this kind of high risk, high reward mechanic is way more engaging than "I just get harder to kill when I'm low". It would also have great synergy with the vampire kit which is overall hitting harder when low. At the same time, vampirism would be more punishing to play at high stage considering you won't have undeath mitigation to reduce the flame damage taken penalty.
i11ionward wrote: »Aiden_Ayzaria wrote: »Why not simply reworking Undeath into an offensive bonus instead? Right now, the problem with Undeath is how it's saving people and making a lot of fight just unfinishable or way longer than it should be for a very low opportunity cost (it's very easy to sustain in nowadays meta even with vampirism cost increase penalty).
The idea would be to turn Undeath into something like "The lower you get, the more damage you get" (a % multiplier might be the best or even some penetration as I fear weapon damage or crit chance would also buff healing capabilities, only displacing the problem). Add the "while in combat tag" to limit abusive use from gankers. The passive would be more niche for sure as it's always risky to play in execute range but I feel this kind of high risk, high reward mechanic is way more engaging than "I just get harder to kill when I'm low". It would also have great synergy with the vampire kit which is overall hitting harder when low. At the same time, vampirism would be more punishing to play at high stage considering you won't have undeath mitigation to reduce the flame damage taken penalty.
We already have the offensive passive Strike from the Shadows, I'm sure ZOS won't add another attack passive.
Also ZOS doesn't add penalties to passive skills, all penalties are added to Feed.
Strangely enough, Undeath has a logical place in the Vampire's skill line, but I wish this passive was more interactive, for example
Minor protection above 50% health and major protection below 50% health.
Stay safe
Aiden_Ayzaria wrote: »i11ionward wrote: »Aiden_Ayzaria wrote: »Why not simply reworking Undeath into an offensive bonus instead? Right now, the problem with Undeath is how it's saving people and making a lot of fight just unfinishable or way longer than it should be for a very low opportunity cost (it's very easy to sustain in nowadays meta even with vampirism cost increase penalty).
The idea would be to turn Undeath into something like "The lower you get, the more damage you get" (a % multiplier might be the best or even some penetration as I fear weapon damage or crit chance would also buff healing capabilities, only displacing the problem). Add the "while in combat tag" to limit abusive use from gankers. The passive would be more niche for sure as it's always risky to play in execute range but I feel this kind of high risk, high reward mechanic is way more engaging than "I just get harder to kill when I'm low". It would also have great synergy with the vampire kit which is overall hitting harder when low. At the same time, vampirism would be more punishing to play at high stage considering you won't have undeath mitigation to reduce the flame damage taken penalty.
We already have the offensive passive Strike from the Shadows, I'm sure ZOS won't add another attack passive.
Also ZOS doesn't add penalties to passive skills, all penalties are added to Feed.
Strangely enough, Undeath has a logical place in the Vampire's skill line, but I wish this passive was more interactive, for example
True, but Strike from the shadow is very limited in its way to proc it. It fits more the niche of ambushing playstyle (mainly gankers) whereas my idea would fit more a bruiser niche.
CameraBeardThePirate wrote: »Just nerf the passive itself. Like React said, moving it to stage 4 won't be enough to stop people from running it. Wretched Vitality still exists, and that's all the sustain anyone could ever need.
The entire reason they updated vampire was so that people wouldn't be running it for a single passive (the sustain passive that vamp used to have). They removed that passive, but for some reason decided to buff Vampire's other passives, completely defeating the purpose of the rework.
Might as well throw Undeath's effect on Mist Form and just completely rework the passive into something else. Anyone that remotely knows what they're doing in PvP can see just how busted undeath is.
Giving people easier access to invisibility is also not a good idea. You'll just see more people running away from every fight.
Araneae6537 wrote: »What about remove Undeath completely and give vampires better health recovery? Isn’t that more in line with typical vampire abilities and would be useful in PVE but of little benefit in PVP?
Araneae6537 wrote: »What about remove Undeath completely and give vampires better health recovery? Isn’t that more in line with typical vampire abilities and would be useful in PVE but of little benefit in PVP?
CameraBeardThePirate wrote: »Araneae6537 wrote: »What about remove Undeath completely and give vampires better health recovery? Isn’t that more in line with typical vampire abilities and would be useful in PVE but of little benefit in PVP?
This could be interesting and would likely be less OP - giving them more health recovery as their health gets lower.
They could try making undeath scale depending on how many vampire abilities are slotted on your bar. Each ability could provide up to 5% scaling mitigation. So one bar full of vampire abilities would be up to 30% mitigation, which the vast majority of current vampire undeath players won't commit to.
This would also incentivize vampire players to play as...vampires...which was what the greymoor re-vamp was supposed to do in making vampire gameplay a more conscious decision rather than a mindless extra passives buff.