"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...
I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
p_tsakirisb16_ESO wrote: »Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
Ahh the Fire Damage argument, which is mitigated with CPs and glyph.
Spare us. Even vampire players on the guild agree that the 30% mitigation is TOO MUCH and there are NO REAL PENALTIES.
El_Borracho wrote: »p_tsakirisb16_ESO wrote: »Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
Ahh the Fire Damage argument, which is mitigated with CPs and glyph.
Spare us. Even vampire players on the guild agree that the 30% mitigation is TOO MUCH and there are NO REAL PENALTIES.
If you remove Undeath, there is no reason to play vampire. ANYWHERE, PVP or PVE. That says everything players need to know about the usefulness of vampires in ESO. I would not consider that "dominating" by any definition. Especially compared to the brief moment in time when werewolves were actually dominating, to the point werewolves, Crimson Twilight, and Savage Werewolf were nerfed into oblivion.
El_Borracho wrote: »p_tsakirisb16_ESO wrote: »Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
Ahh the Fire Damage argument, which is mitigated with CPs and glyph.
Spare us. Even vampire players on the guild agree that the 30% mitigation is TOO MUCH and there are NO REAL PENALTIES.
If you remove Undeath, there is no reason to play vampire. ANYWHERE, PVP or PVE. That says everything players need to know about the usefulness of vampires in ESO. I would not consider that "dominating" by any definition. Especially compared to the brief moment in time when werewolves were actually dominating, to the point werewolves, Crimson Twilight, and Savage Werewolf were nerfed into oblivion.
El_Borracho wrote: »p_tsakirisb16_ESO wrote: »Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
Ahh the Fire Damage argument, which is mitigated with CPs and glyph.
Spare us. Even vampire players on the guild agree that the 30% mitigation is TOO MUCH and there are NO REAL PENALTIES.
If you remove Undeath, there is no reason to play vampire. ANYWHERE, PVP or PVE. That says everything players need to know about the usefulness of vampires in ESO. I would not consider that "dominating" by any definition. Especially compared to the brief moment in time when werewolves were actually dominating, to the point werewolves, Crimson Twilight, and Savage Werewolf were nerfed into oblivion.
IZZEFlameLash wrote: »Just a thought, doesn't WW make you take 25% more poison damage? Maybe fire damage taken increased should match that at all stages. As I've stated just a thought...
There should be a high risk / reward vampire hunter build. E.g.,
- add heavy damage and strong utility against undead in fighters guild
- allow access to fighters guild skills for mortals only
- penalize player for slotting fighters guild abilities when damaging mortals (perhaps a reverse resource siphon).
p_tsakirisb16_ESO wrote: »For 10 years the PVP on this game is dominated by vampires.
On the first month of the release we had actually a counter using Fighters Guild skills, but those were nerfed to the ground after the vampire PVP crowd took the forums complaining that they were getting wrecked by them.
The majority joined the crowd to Undeath but there is a minority with refuses to follow and sticking to the Elder Scrolls Lore actually.
Dear Zos, why this issue hasn't been resolved all those years? Vampires get benefits and ZERO drawbacks when comes to PVP.
Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Do you plan ever to bring balance? At least let their Stage 3 passive to be negated by Fire and FG abilities. Bring back the double damage against vampires the FG skills had when in Cyrodiil.
Block their access to the Fighters Guild tree when in Cyrodiil / Battlegrounds. Is against the Lore too.
Non Vampires are in true disadvantage here because not only they don't get such huge passive boosts, but there are no abilities to work around them.
Everyone says that PVP needs balancing and sorting out, start at least by fixing what effectively made PVP on this game "Vampires Online".
p_tsakirisb16_ESO wrote: »Woodenplank wrote: »"Dear devs, why haven't you fixed X" does not, contrary to popular belief, make the devs rush to your aid to fix the problem. Any how...p_tsakirisb16_ESO wrote: »Dear Zos, why this issue hasn't been resolved all those years?...I wouldn't say "ZERO drawbacks" - A Stage3 Vamp's Regular abilities cost 8% more and they take 13% more Fire damage. Saying that has "ZERO" effect is like saying Armor of the Seducer's 5th bonus doesn't help magicka sustain, or the Battlefield Acrobat set doesn't really exist.p_tsakirisb16_ESO wrote: »Vampires get benefits and ZERO drawbacks when comes to PVP.
Does the benefit of the Undeath Passive (which is essentially all that's used) very much outweight the drawbacks? Yes. I agree on that part.Are you referring to the *initial* design? Like waay back when everyone and their grandmother was a Stage 1 Vamp because it gave +20% free recoveries with like... 5% more Fire Damage taken at worst?p_tsakirisb16_ESO wrote: »Their initial design was OK because there was a counter but not since May-June 2014 post nerf of FG skills.
Oh, and Elusive Mist was busted back then.
Greymoor introduced the problematic Undeath passive, yes. And we did get a ****storm of perma-Bloodmist tomfoolery for a while, but they fixed that.
I'd say Vampires are better now than originally. The skills are more interesting, and you actually see people bothering with more than Stage 1.
Is it perfect? No; far from it. But I'd say ZOS has definitely improved on the Vampire experience since release.
Ahh the Fire Damage argument, which is mitigated with CPs and glyph.
Spare us. Even vampire players on the guild agree that the 30% mitigation is TOO MUCH and there are NO REAL PENALTIES.