It's had its time in the sun, now it needs to be reworked or changed. Maybe make it only count during vamp ult? Make it trigger major/minor defile? I don't know, but something needs to change.
With hybridization, heals are stronger than ever and it makes the undeath passive stronger in combination. Save for 1vX situations, it rewards bad play.
For any naysayers, don't worry, you'll adapt.
TheEndBringer wrote: »Undeath is only significantly helpful for squishier builds. If you're thonking away on a DK and can't finish then off, vamp 3 isn't the problem. The fact that some classes can burst heal from near death to 100% is the issue.
Unified_Gaming wrote: »TheEndBringer wrote: »Undeath is only significantly helpful for squishier builds. If you're thonking away on a DK and can't finish then off, vamp 3 isn't the problem. The fact that some classes can burst heal from near death to 100% is the issue.
100% this. The classes that seem to be performing the best consistently all have access to the best burst heals in the game with high burst damage. Pvp has really evolved into a burst contest now with the bigger burst winning and failing that burst heals with block just bring you back from 20% to 80%+ with 2 or 3 uses.
If your class lacks one of these aspects or both then it can't really compete and so is further encouraged to use undeath I.e. magick warden.
TheEndBringer wrote: »Undeath is only significantly helpful for squishier builds. If you're thonking away on a DK and can't finish then off, vamp 3 isn't the problem. The fact that some classes can burst heal from near death to 100% is the issue.
Thecompton73 wrote: »TheEndBringer wrote: »Undeath is only significantly helpful for squishier builds. If you're thonking away on a DK and can't finish then off, vamp 3 isn't the problem. The fact that some classes can burst heal from near death to 100% is the issue.
it's actually exactly the opposite, the squisher you are the less it's going to save you when you get low on health. For example a squishy build with 26K health and 18 K resistances is going to get around 27% damage reduction from undeath at 10% health. Most people have at least 10K penetration so you're left with about 12% reduction from the armor for 39% total damage reduction.That seems like a lot. But being at 10% health equals only 2.6K left. So at that point all someone needs to do is hit you with 1 ability that would normally do 4300 damage, which is a pretty moderate amount for standard spammables, and even with the armor and undeath reductions it's still enough to finish you off.
Really undeath is very overrated. Even a build with 40K health is going to only have 4-8K left when they start getting a significant damage reduction and at that point the ramping damage modifiers on executes, the DW skill line, certain sets, class passives, or from bloodthirsty more than balance out the reduction. You have to pair undeath with defensive sets like Pariah plus a source of major protection and defensive CP stars if you want enough damage reduction to survive getting hit without blocking when you're that low on health.
As for the hypothetical DK, I'd say the ability to stack vigor, cinder strorm, and regeneration is more a problem than a burst heal. You can time a stun when someone is low on health to get around that, but when they've got 6K per second from HOTs ticking on them it's really hard to finish them even when you stun them at low health.
TheEndBringer wrote: »Thecompton73 wrote: »TheEndBringer wrote: »Undeath is only significantly helpful for squishier builds. If you're thonking away on a DK and can't finish then off, vamp 3 isn't the problem. The fact that some classes can burst heal from near death to 100% is the issue.
it's actually exactly the opposite, the squisher you are the less it's going to save you when you get low on health. For example a squishy build with 26K health and 18 K resistances is going to get around 27% damage reduction from undeath at 10% health. Most people have at least 10K penetration so you're left with about 12% reduction from the armor for 39% total damage reduction.That seems like a lot. But being at 10% health equals only 2.6K left. So at that point all someone needs to do is hit you with 1 ability that would normally do 4300 damage, which is a pretty moderate amount for standard spammables, and even with the armor and undeath reductions it's still enough to finish you off.
Really undeath is very overrated. Even a build with 40K health is going to only have 4-8K left when they start getting a significant damage reduction and at that point the ramping damage modifiers on executes, the DW skill line, certain sets, class passives, or from bloodthirsty more than balance out the reduction. You have to pair undeath with defensive sets like Pariah plus a source of major protection and defensive CP stars if you want enough damage reduction to survive getting hit without blocking when you're that low on health.
As for the hypothetical DK, I'd say the ability to stack vigor, cinder strorm, and regeneration is more a problem than a burst heal. You can time a stun when someone is low on health to get around that, but when they've got 6K per second from HOTs ticking on them it's really hard to finish them even when you stun them at low health.
You're looking at it from the wrong direction.
The more armor you have, the less undeath has an effect due to diminishing returns. That's why it's pointless to run vamp 3 on a high health, high armor character when all you need is mist form.
As someone who plays a 25k health, 10k armor NB and thicc magDK, undeath is much more effective in giving my NB a last ditch chance to survive. Vamp 3 vs 2 is drastically more obvious on this character.
My magDK doesn't get bursted down low enough to even require undeath. Vast majority of the time I don't even reach the bottom unless I'm already taking enough damage from enough sources that I'm dead anyway.
Having said all that, undeath mostly benefits characters with 25k resistances with a big burst heal.
Thecompton73 wrote: »TheEndBringer wrote: »Thecompton73 wrote: »TheEndBringer wrote: »Undeath is only significantly helpful for squishier builds. If you're thonking away on a DK and can't finish then off, vamp 3 isn't the problem. The fact that some classes can burst heal from near death to 100% is the issue.
it's actually exactly the opposite, the squisher you are the less it's going to save you when you get low on health. For example a squishy build with 26K health and 18 K resistances is going to get around 27% damage reduction from undeath at 10% health. Most people have at least 10K penetration so you're left with about 12% reduction from the armor for 39% total damage reduction.That seems like a lot. But being at 10% health equals only 2.6K left. So at that point all someone needs to do is hit you with 1 ability that would normally do 4300 damage, which is a pretty moderate amount for standard spammables, and even with the armor and undeath reductions it's still enough to finish you off.
Really undeath is very overrated. Even a build with 40K health is going to only have 4-8K left when they start getting a significant damage reduction and at that point the ramping damage modifiers on executes, the DW skill line, certain sets, class passives, or from bloodthirsty more than balance out the reduction. You have to pair undeath with defensive sets like Pariah plus a source of major protection and defensive CP stars if you want enough damage reduction to survive getting hit without blocking when you're that low on health.
As for the hypothetical DK, I'd say the ability to stack vigor, cinder strorm, and regeneration is more a problem than a burst heal. You can time a stun when someone is low on health to get around that, but when they've got 6K per second from HOTs ticking on them it's really hard to finish them even when you stun them at low health.
You're looking at it from the wrong direction.
The more armor you have, the less undeath has an effect due to diminishing returns. That's why it's pointless to run vamp 3 on a high health, high armor character when all you need is mist form.
As someone who plays a 25k health, 10k armor NB and thicc magDK, undeath is much more effective in giving my NB a last ditch chance to survive. Vamp 3 vs 2 is drastically more obvious on this character.
My magDK doesn't get bursted down low enough to even require undeath. Vast majority of the time I don't even reach the bottom unless I'm already taking enough damage from enough sources that I'm dead anyway.
Having said all that, undeath mostly benefits characters with 25k resistances with a big burst heal.
Well, I laid out my argument with math and you used an anecdote about your Nb and how it "feels" to you. People reading can decide which seems more credible.
Bu just for the record I also have a glass cannon 25K health NB and I can tell absolutely zero difference between how quickly I get killed at stage 2 and 3. Because as the math demonstrates by the time the mitigation reaches a significant amount my health is so low numerically a single spammable from the average PvP build still does enough damage to get the kill.