Septimus_Magna wrote: »Vamps dont need any fire resist gear, just 100 CPs into Elemental Defender and you dont take any extra fire dmg except from sieges.
Entire Cyrodiil will be vamp witht the exception of a few stamina build werewolfs.
Septimus_Magna wrote: »Vamps dont need any fire resist gear, just 100 CPs into Elemental Defender and you dont take any extra fire dmg except from sieges.
Entire Cyrodiil will be vamp witht the exception of a few stamina build werewolfs.
UGH this again, nothing but batswarm zergs all over again, very bad change. The skills for ampire are just not balanced against the negatives, this will likely make it the required build again in PVP, very poor choice.
cazlonb16_ESO wrote: »Dunno about PvE, in PvP it's not a good change.
We're finally at a point where being Vampire is beneficial to a lot of builds, but not near-mandatory for almost everyone anymore. Contrary to all the whining threads ( "Vamps in Cyrodiil will go extiiinct, whawhawha" ) there are still plenty of them around, probably more than WW and "normal" players combined.
Halving the only significant penalty will lead to zergs of Vamps scouring Cyrodiil for the handful of potential prey again. The functional benefits are just too great, especially to DK and Temp.
( That's also the reason WW aren't an issue. The stamina reg is a nice bonus, but pretty much every build can do without it and hardly even notice )
As a vamp player, I welcome the change. There are just too many sources dealing fire damage in the game, and as of late the cost has far outweighed the benefit. But that's just my opinion.
As a vamp player, I welcome the change. There are just too many sources dealing fire damage in the game, and as of late the cost has far outweighed the benefit. But that's just my opinion.
i play vamp and dont like the change i would have rather got more benefit than less cost as you put it
Sithisvoid wrote: »I think it's a very good thing. Vamp is tough to run in pve because everything uses fire. I know I will be happy lol
