I'm seeing a ton of complex solutions, some of which may have unintended, unhelpful side effects.
Why not just address the main issue, which is that the passive is providing too much mitigation?
E.g. here are simple, direct suggestions:
1. Reduces your damage taken by up to 30% 15% based on your missing Health. or
2. Reduces your damage taken by up to 30% based on your missing Health under 50% Health
K.I.S.S.
TankHealz2015 wrote: »Didn't there use to be a weapon glyph that was specifically "vs undead"?
Or was the renamed to Oblivion damage?
Turtle_Bot wrote: »Make it into the named protection buffs:
- Minor above 70% health (5% mitigation)
- Major above 30% health (10% mitigation)
- Both when below 30% (15% mitigation)
This effectively halves the maximum mitigation it gives while also preventing it from stacking with other sources of the protection buff.
can tweak the numbers around to easily balance it as well:
Still too strong, make the "both" part trigger below 20%.
Too weak, make the "both" part trigger at 35% or 40%.
Most classes already have 1 of the named protection buffs too, so it is even more of a nerf to undeath if they already get one (or both) of the protection buffs and will encourage some real choices in building instead of just be vamp stage 3, now pick your class from DK, NB or Masters DW + Vate frost.
Aiden_Ayzaria wrote: »I still think that straight up nerfing it is not the move. Undeath was designed around the vampire toolkit screaming "Use your HP and get low to get high damage", it's there to balance that risk. Now the problem is people use it as a tool to turtle forever when low and not in combination with the vampire toolkit (which is very frankly understandable).
Reworking the passive entirely would be the move in my opinion. I suggested some offensive bonus earlier but if we want to keep on the defensive nature of the passive, why not giving some ramping up life steal then? Similar to what pale order does and not working with proc damage. It fits the vampire theme, keeps the defensive nature of undeath but you have to attack to get any benefit from it, it won't help you turtling for free.
EDIT: just noticed someone suggested the same idea earlier.
Aiden_Ayzaria wrote: »I still think that straight up nerfing it is not the move. Undeath was designed around the vampire toolkit screaming "Use your HP and get low to get high damage", it's there to balance that risk. Now the problem is people use it as a tool to turtle forever when low and not in combination with the vampire toolkit (which is very frankly understandable).
Reworking the passive entirely would be the move in my opinion. I suggested some offensive bonus earlier but if we want to keep on the defensive nature of the passive, why not giving some ramping up life steal then? Similar to what pale order does and not working with proc damage. It fits the vampire theme, keeps the defensive nature of undeath but you have to attack to get any benefit from it, it won't help you turtling for free.
EDIT: just noticed someone suggested the same idea earlier.
warm_blanket wrote: »The simplest way to change it while solving all its issues would be to flip the effect around by granting the player increased damage done with missing hp. Maybe up to +12% at 0 hp, could go higher if the bonus was restricted to vampire skills only, which is probably a smart restriction to have on such a passive.
gariondavey wrote: »Undeath - major protection below 50 percent and minor protection above 50 percent
VinnyGambini wrote: »Are you sure undeath is the root cause? You can check youtuber fe7on for the last 1v1 tourney on pc NA. Vampire stage 3 was banned from the tourney, yet half of the fights were stalemates.