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Mitigation Balancing

mojomood
mojomood
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So much is said to “overpowered” that really isn’t, but a good working definition of “overpowered” is when there is no counter nor replacement.

Vampire Undeath - overwhelmingly used in PvP for the undeath passive. It’s not subject to the armor cap, but its worth about 20,000 in armor. One passive. The nature of that passive means you take more damage from fire, but not as much as it mitigates, and your skills cost more. The Fighter’s guild bonus damage on vamps is a joke at 20% when they get 30% mitigation. Vamp is overpowered. Instead of changing vampire passives, consider limiting access to fighters guild. Fighters guild or the vamp, not both. And make the bonus Fighter’s guild damage to vamps 50%. A small increase in fire damage and some sustain is simply not a counter. This will not affect PvE as people just put on and take off vamp via the armor station anyway.

Armor weights -
What is the number one thing about heavy armor that should be a penalty? Speed. Heavy armor needs a speed penalty per piece. With all the sources of speed, players can run heavy and still be incredibly fast.
Why does medium have no penalties? It’s already standard if not meta for all classes in high end PvE to run medium. The damage increase is just too good while maintaining better armor.
Why does light armor have additional penalties? It has a built in penalty called less armor. Medium armor or dual wield are the two easiest ways to get Major Evasion, which is really needed in group PvP. This, along with more resistance, better passives, and no penalties, make it even more meta in group PvP for damage and healers.

For build variety, slow down the heavy armor, remove light armor penalties, and make fighters guild a real counter to vampires.

Oh, and sorc is broken.
  • Bashev
    Bashev
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    And yet you forgot the biggest mitigation, blocking. If you look only blocking it is fine but block casting heals is something that makes blocking OP.

    Blocking needs a debuff, while blocking healing done is reduced with 50%. It will work in PvP and PvE. Healing received is still 100%.
    Because I can!
  • Heals_With_Orbs
    Heals_With_Orbs
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    Vampires in ESO are a complete joke. Since when were creatures of the night able to walk around in broad daylight?

    The Undeath passive is nonsense. It should be removed, or there should be some huge penalty for being active in the daytime, like extra weakness to fire. Its time these cheese players acted like vampires, not these phoney players who use a garbage passive so they dont get killed. How good would they be without it?

    Vampires are not invincible, they are strong yes but they have weaknesses also.

    Why not have new garlic poisons? Or have something added to the silver bolts morph that one does extra vamp damage and one does ww damage?

    Ive never used a vampire in ESO nor in PVP, and it would be interesting to see how many of these players would suddenly start getting wiped if undeath wasnt an option.

    The fact that practically every player is a vamp in PVP just highights how bad a gane design it is, as I dont think game should put you in a position where its "too good not to use", or you have to use it to compete
  • KKolly
    KKolly
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    Bashev wrote: »
    And yet you forgot the biggest mitigation, blocking. If you look only blocking it is fine but block casting heals is something that makes blocking OP.

    Blocking needs a debuff, while blocking healing done is reduced with 50%. It will work in PvP and PvE. Healing received is still 100%.

    Why would someone who is good at healing be rewarded for being bad at blocking? Blocking eats stamina and careful management of your resources is integral to being able to block properly. This is why many people run Ice Staves on backbar, to block with mag and make the resource balancing easier....

    The Vamp complaint I get because it has no reasonable counter other than RPing as a vampire hunter. There is no downside to not running stage 3 in Cyro. There is no skill dynamic. You slot a passive and you're good to go. But making blocking useless is not a reasonable suggestion. What you're saying would basically make it pointless for any half-decent healer to ever block in PvP outside of maybe blocking CC (and even then, I might choose to heal instead).
    Edited by KKolly on 4 April 2024 17:51
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  • HowlKimchi
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    +1 to removing the undeath passive. They way it is now, you'd be stupid to not run it. There are no meaningful downsides ever since health recovery was gutted in pvp.

    It's too good it's boring.

    Edited by HowlKimchi on 5 April 2024 04:03
    previously @HaruKamui but I outgrew my weeb phase (probably)

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  • IncultaWolf
    IncultaWolf
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    Undeath needs to be heavily nerfed or require vampire abilities being slotted to work.

    Make it major + minor protection while under 50% health. That would be balanced. The unique 30% mitigation is too strong.
    Edited by IncultaWolf on 5 April 2024 03:25
  • BenTSG
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    I do agree on the point of Fighters Guild or Vamp. Doesn't make sense to me that vampires are still able to use Fighters Guild when they are the very thing the guild is after. Never looked too far into the bonus damage against Vamps though, didn't realize it's actually less then Undeath mitigates.

    We could just be in the minority here, though. I also have zero believe ZoS will ever actually listen to the communities agreed apon points and make changes, though
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