Francescolg wrote: »What has to be nerfed is: Negate Magic!
Sypherpkub17_ESO wrote: »"Turn Undead" morph of the Circle of protection from the fighters guild skill line.
'Nuff Said.
JackDaniell wrote: »Sypherpkub17_ESO wrote: »"Turn Undead" morph of the Circle of protection from the fighters guild skill line.
'Nuff Said.
He is right, try fighting a vamp or even a group of vamps with this skill. Makes vamps useless.
Lets get the quote train goin'
Francescolg wrote: »What has to be nerfed is: Negate Magic!
Its a CC effect. Break free from it, or use immovable.
JackDaniell wrote: »Sypherpkub17_ESO wrote: »"Turn Undead" morph of the Circle of protection from the fighters guild skill line.
'Nuff Said.
He is right, try fighting a vamp or even a group of vamps with this skill. Makes vamps useless.
Lets get the quote train goin'
I have been using Turn Undead for ages. It's next to useless. Too much cc immunity out there. Assuming the near perma-invisible vamp can even be targeted.
I really have to wonder why people keep on responding to these threads by saying vamps are fine.
They manifestly are not.
Vampires are far stronger than non vampires, and the benefits outweigh the cons by a significant amount.
The market has spoken loud and clear: Cyrodiil is dominated by vamps, and pvp guilds are dominated by vamps.
Is ESO's pvp playerbase suffering from mass psychosis, or is something going on here? Whaddya think?
Their weakness to fire is always 50% additional which is pretty debilitating. Their health regen is in the single digits so that's a pretty big weakness too. If they want to decrease the number of people that become vampires then they need to reintroduce to this game the social stigma that comes from it. Any other TES game you cannot walk into town at stage 4 vampirism you are KOS. If they made it inconvenient so that if you were stage 4 you would be attaked by guards or merchants wouldn't sell to you it might reduce the incidence of vampires.WarrioroftheWind_ESO wrote: »They could always add in sun damage weakness like from traditional ES games. Or at the very least a increased weakness to fire in daylight. It's kind of immersion breaking seeing half the populace running around pasty faced and blood shot. Albino lizard bands....
eventide03b14a_ESO wrote: »Their weakness to fire is always 50% additional which is pretty debilitating. Their health regen is in the single digits so that's a pretty big weakness too. If they want to decrease the number of people that become vampires then they need to reintroduce to this game the social stigma that comes from it. Any other TES game you cannot walk into town at stage 4 vampirism you are KOS. If they made it inconvenient so that if you were stage 4 you would be attaked by guards or merchants wouldn't sell to you it might reduce the incidence of vampires.WarrioroftheWind_ESO wrote: »They could always add in sun damage weakness like from traditional ES games. Or at the very least a increased weakness to fire in daylight. It's kind of immersion breaking seeing half the populace running around pasty faced and blood shot. Albino lizard bands....
leandro.800ub17_ESO wrote: »With fire and fighters Guild skills put to use vamps have no chance