Rohamad_Ali wrote: »Very little weakness ? Ever been under a oil when someone hits Dawnbreaker ? I don't care how tanky you are that's a bad vampire situation . Cold fire with oils is a death sentence . Vampire has many weaknesses . See a vampire tank and don't have a interupt on your class , hit them with silver bolts .
dodgehopper_ESO wrote: »Rohamad_Ali wrote: »Very little weakness ? Ever been under a oil when someone hits Dawnbreaker ? I don't care how tanky you are that's a bad vampire situation . Cold fire with oils is a death sentence . Vampire has many weaknesses . See a vampire tank and don't have a interupt on your class , hit them with silver bolts .
To be fair - Cold Fire with Oils hurts just about everyone. In this respect situational awareness is key for everyone, but perhaps slightly more for a Vampire. I'm just not convinced of the balance in this aspect of the game, and I've looked sideways at it essentially since the outset.
On the matter of art I also have to agree. I do not mind the paleness but I do mind the strange rash everyone gets around the eyes. I mind the fact that I have a khajiit nightblade who despite having a Black Mane only turns gray all over his hairy body with the exclusion of his facial hair. I mind the fact that my beautiful crocodile green Argonian turns blue-white. I can understand getting paler, but Vampirism does a completely strange thing with the color palette. I didn't want to get into the artistic element of Vampires though.
I want to talk about the fact that Fighters Guild should be mutually exclusive to Vampirism and should have competitive abilities both passive and active. In addition they need to stop balancing the game as if Health Regeneration were equal to Magic and Stamina regeneration. The health regeneration 'nerf' vampires receive is a joke and while talking about Tankpires lets not forget how annoying mist form can be. You are right that getting CC'd while under oil, getting cold fired is a bane of Vampires, but I would posit that what you just described is a bane to any tank.
Silver Bolts is shite. Silver Leash should work like chain pull. It always should have. Its a weapon skill line. You're pulling in the lead. Why does this only work on magicka? In short: Make Fighters Guild Great Again (or at least for once). I'm tired of this game being Elder Monsters online.
OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.
dodgehopper_ESO wrote: »OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.
Try having more than 10k health next time. The fire weakness was worthwhile to speak of years ago. It is laughable now, barely a tickle. How do I know? I tank just about EVERYTHING as a Vampire on non DK's at Stage 4. I think that in and of itself should tell you something. I suppose if I was reliant on health regeneration I'd be in trouble.
This brings up the point I wanted to make. I feel like health should do something different than it does currently. I've offered ideas before but among them would include: across the board regeneration, stronger light and heavy attacks, stronger returns from light and heavy attacks. In short health should be more meaningful without being overpowered and perhaps the solution is to take away its max health benefits and instead put them in a general realm of 'healthiness'.
Oakmontowls_ESO wrote: »dodgehopper_ESO wrote: »Rohamad_Ali wrote: »Very little weakness ? Ever been under a oil when someone hits Dawnbreaker ? I don't care how tanky you are that's a bad vampire situation . Cold fire with oils is a death sentence . Vampire has many weaknesses . See a vampire tank and don't have a interupt on your class , hit them with silver bolts .
To be fair - Cold Fire with Oils hurts just about everyone. In this respect situational awareness is key for everyone, but perhaps slightly more for a Vampire. I'm just not convinced of the balance in this aspect of the game, and I've looked sideways at it essentially since the outset.
On the matter of art I also have to agree. I do not mind the paleness but I do mind the strange rash everyone gets around the eyes. I mind the fact that I have a khajiit nightblade who despite having a Black Mane only turns gray all over his hairy body with the exclusion of his facial hair. I mind the fact that my beautiful crocodile green Argonian turns blue-white. I can understand getting paler, but Vampirism does a completely strange thing with the color palette. I didn't want to get into the artistic element of Vampires though.
I want to talk about the fact that Fighters Guild should be mutually exclusive to Vampirism and should have competitive abilities both passive and active. In addition they need to stop balancing the game as if Health Regeneration were equal to Magic and Stamina regeneration. The health regeneration 'nerf' vampires receive is a joke and while talking about Tankpires lets not forget how annoying mist form can be. You are right that getting CC'd while under oil, getting cold fired is a bane of Vampires, but I would posit that what you just described is a bane to any tank.
Silver Bolts is shite. Silver Leash should work like chain pull. It always should have. Its a weapon skill line. You're pulling in the lead. Why does this only work on magicka? In short: Make Fighters Guild Great Again (or at least for once). I'm tired of this game being Elder Monsters online.
fighter's guild is currently very strong for stamina. It has one of the strongest ultimates for stamina as well as some very good passives and one of the only ways to get minor force. Compared to mage's guild skills, it is pretty balanced.
dodgehopper_ESO wrote: »OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.
Try having more than 10k health next time. The fire weakness was worthwhile to speak of years ago. It is laughable now, barely a tickle. How do I know? I tank just about EVERYTHING as a Vampire on non DK's at Stage 4. I think that in and of itself should tell you something. I suppose if I was reliant on health regeneration I'd be in trouble.
This brings up the point I wanted to make. I feel like health should do something different than it does currently. I've offered ideas before but among them would include: across the board regeneration, stronger light and heavy attacks, stronger returns from light and heavy attacks. In short health should be more meaningful without being overpowered and perhaps the solution is to take away its max health benefits and instead put them in a general realm of 'healthiness'.
The rhetoric of 'gotta love how...' is also a weak way of framing your point. I'll grant to you the fire weakness issue if you grant me the value of undeath and stamina/magicka regeneration. My complaint in large part is that this game has become too much about the two 'DPS' stats. I just think a rethinking needs to be done and Vampirism in general needs a counterpart that is better than what Fighters Guild has to offer. There are a lot of points I'm making here and I realize that we're looking at a multivariable problem which means there is a high degree of complexity. If you change one thing it can effect 10 other things. I don't like Vampirism as it stands in an mmo setting. Were it to have a mutually exclusive skill line not accessible to Vampires that ran counter to it I wouldn't have a problem. This game needs a Dawnguard badly and no Fighters Guild is not it. If we want to get to theme there are FAR too many Vampires running around in daylight no less but I can live with that.
MarzAttakz wrote: »I utterly detest the shoddy way vampire textures, bump maps, blending modes and hue changes have been implemented by the design department. Lazy and amateur in my opinion.
I can handle pale, I cannot stomach the blue tint or the way markings blend (they shouldn't fyi).
I can handle the veining even though it looks like over-done Halloween makeup.
I utterly detest the over-exaggerated red eyes, not even Cheech and Chong had eyes so red.
If I have to look like a drag-queen done up for stage at stages 3 and upwards... where are my fangs ?
I don't know... I guess the passives and Elusive Mist are pretty good, but you'd think that with a large percentage of the population being blood-suckers they would make an effort to "revamp".
dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.
Try having more than 10k health next time. The fire weakness was worthwhile to speak of years ago. It is laughable now, barely a tickle. How do I know? I tank just about EVERYTHING as a Vampire on non DK's at Stage 4. I think that in and of itself should tell you something. I suppose if I was reliant on health regeneration I'd be in trouble.
This brings up the point I wanted to make. I feel like health should do something different than it does currently. I've offered ideas before but among them would include: across the board regeneration, stronger light and heavy attacks, stronger returns from light and heavy attacks. In short health should be more meaningful without being overpowered and perhaps the solution is to take away its max health benefits and instead put them in a general realm of 'healthiness'.
The rhetoric of 'gotta love how...' is also a weak way of framing your point. I'll grant to you the fire weakness issue if you grant me the value of undeath and stamina/magicka regeneration. My complaint in large part is that this game has become too much about the two 'DPS' stats. I just think a rethinking needs to be done and Vampirism in general needs a counterpart that is better than what Fighters Guild has to offer. There are a lot of points I'm making here and I realize that we're looking at a multivariable problem which means there is a high degree of complexity. If you change one thing it can effect 10 other things. I don't like Vampirism as it stands in an mmo setting. Were it to have a mutually exclusive skill line not accessible to Vampires that ran counter to it I wouldn't have a problem. This game needs a Dawnguard badly and no Fighters Guild is not it. If we want to get to theme there are FAR too many Vampires running around in daylight no less but I can live with that.
It is hard for me to feel badly about using a snide remark when your initial response to my post was snide. However, namecalling serves no purpose so I'll admit its a fair point - you should do the same. The issue here is that particularly in PvP there are gradients of Tankiness and DPS. It is not a either/or scenario. Magic and Stamina regeneration are very important to survivability as well as DPS. Magic and Stamina regeneration also make it possible to build insane burst and sustain so it is reasonable to expect that you should be less survivable. That extra stamina regeneration for a mage means more dodge rolling, interrupting, and cc breaking it could also be more weapon damage output on a stamina build. The magic regeneration means more self protection powers being fired off and more sustained damage output for a mage. In my view this dwarfs the minor loss of some health regeneration and a meager fire weakness. My statement of 'Try having more than 10k health' was hyperbole. 20,000 health is reasonable and to be honest even my DPS characters tend to exceed that by a small amount depending on race. You also need some level of resistance to make those health numbers meaningful for your resilience (effective vs. actual health). In that vein this is why sets like Spriggan are becoming more popular because punching a hole through the opponents armor can be very important in this game.
Please convince me I am wrong though. Tell me that health regeneration is on par as a stat to magicka and stamina.
QuebraRegra wrote: »is this a nerf thread? seems like a nerf thread?
what's the current punishment for nerf threads not involving SORCs?
itscompton wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.
Try having more than 10k health next time. The fire weakness was worthwhile to speak of years ago. It is laughable now, barely a tickle. How do I know? I tank just about EVERYTHING as a Vampire on non DK's at Stage 4. I think that in and of itself should tell you something. I suppose if I was reliant on health regeneration I'd be in trouble.
This brings up the point I wanted to make. I feel like health should do something different than it does currently. I've offered ideas before but among them would include: across the board regeneration, stronger light and heavy attacks, stronger returns from light and heavy attacks. In short health should be more meaningful without being overpowered and perhaps the solution is to take away its max health benefits and instead put them in a general realm of 'healthiness'.
The rhetoric of 'gotta love how...' is also a weak way of framing your point. I'll grant to you the fire weakness issue if you grant me the value of undeath and stamina/magicka regeneration. My complaint in large part is that this game has become too much about the two 'DPS' stats. I just think a rethinking needs to be done and Vampirism in general needs a counterpart that is better than what Fighters Guild has to offer. There are a lot of points I'm making here and I realize that we're looking at a multivariable problem which means there is a high degree of complexity. If you change one thing it can effect 10 other things. I don't like Vampirism as it stands in an mmo setting. Were it to have a mutually exclusive skill line not accessible to Vampires that ran counter to it I wouldn't have a problem. This game needs a Dawnguard badly and no Fighters Guild is not it. If we want to get to theme there are FAR too many Vampires running around in daylight no less but I can live with that.
It is hard for me to feel badly about using a snide remark when your initial response to my post was snide. However, namecalling serves no purpose so I'll admit its a fair point - you should do the same. The issue here is that particularly in PvP there are gradients of Tankiness and DPS. It is not a either/or scenario. Magic and Stamina regeneration are very important to survivability as well as DPS. Magic and Stamina regeneration also make it possible to build insane burst and sustain so it is reasonable to expect that you should be less survivable. That extra stamina regeneration for a mage means more dodge rolling, interrupting, and cc breaking it could also be more weapon damage output on a stamina build. The magic regeneration means more self protection powers being fired off and more sustained damage output for a mage. In my view this dwarfs the minor loss of some health regeneration and a meager fire weakness. My statement of 'Try having more than 10k health' was hyperbole. 20,000 health is reasonable and to be honest even my DPS characters tend to exceed that by a small amount depending on race. You also need some level of resistance to make those health numbers meaningful for your resilience (effective vs. actual health). In that vein this is why sets like Spriggan are becoming more popular because punching a hole through the opponents armor can be very important in this game.
Please convince me I am wrong though. Tell me that health regeneration is on par as a stat to magicka and stamina.
So I'm reading vampire is OP because of the recovery of your secondary stat. Too much stam for mag users, too much mag for stam users. But the recovery bonus for Vamp is 10% and for most people the secondary stat has a base recovery rate of between 600-700. So a magic player is getting maybe 70 extra stam per second. But considering at level 50 the base cost of one dodge roll is upwards of 3600 stam that means they get ONE extra dodgeroll every 52 seconds. And a stamblade with 700 mag recovery would get ONE extra shadow cloak every 58 seconds. Even if we talk about a magblade with 2000 Mag recovery getting a boost to the primary stat it's ONE extra cloak every 20 seconds. I'd hardly call that game breaking OP.
dodgehopper_ESO wrote: »itscompton wrote: »dodgehopper_ESO wrote: »dodgehopper_ESO wrote: »OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.
Try having more than 10k health next time. The fire weakness was worthwhile to speak of years ago. It is laughable now, barely a tickle. How do I know? I tank just about EVERYTHING as a Vampire on non DK's at Stage 4. I think that in and of itself should tell you something. I suppose if I was reliant on health regeneration I'd be in trouble.
This brings up the point I wanted to make. I feel like health should do something different than it does currently. I've offered ideas before but among them would include: across the board regeneration, stronger light and heavy attacks, stronger returns from light and heavy attacks. In short health should be more meaningful without being overpowered and perhaps the solution is to take away its max health benefits and instead put them in a general realm of 'healthiness'.
The rhetoric of 'gotta love how...' is also a weak way of framing your point. I'll grant to you the fire weakness issue if you grant me the value of undeath and stamina/magicka regeneration. My complaint in large part is that this game has become too much about the two 'DPS' stats. I just think a rethinking needs to be done and Vampirism in general needs a counterpart that is better than what Fighters Guild has to offer. There are a lot of points I'm making here and I realize that we're looking at a multivariable problem which means there is a high degree of complexity. If you change one thing it can effect 10 other things. I don't like Vampirism as it stands in an mmo setting. Were it to have a mutually exclusive skill line not accessible to Vampires that ran counter to it I wouldn't have a problem. This game needs a Dawnguard badly and no Fighters Guild is not it. If we want to get to theme there are FAR too many Vampires running around in daylight no less but I can live with that.
It is hard for me to feel badly about using a snide remark when your initial response to my post was snide. However, namecalling serves no purpose so I'll admit its a fair point - you should do the same. The issue here is that particularly in PvP there are gradients of Tankiness and DPS. It is not a either/or scenario. Magic and Stamina regeneration are very important to survivability as well as DPS. Magic and Stamina regeneration also make it possible to build insane burst and sustain so it is reasonable to expect that you should be less survivable. That extra stamina regeneration for a mage means more dodge rolling, interrupting, and cc breaking it could also be more weapon damage output on a stamina build. The magic regeneration means more self protection powers being fired off and more sustained damage output for a mage. In my view this dwarfs the minor loss of some health regeneration and a meager fire weakness. My statement of 'Try having more than 10k health' was hyperbole. 20,000 health is reasonable and to be honest even my DPS characters tend to exceed that by a small amount depending on race. You also need some level of resistance to make those health numbers meaningful for your resilience (effective vs. actual health). In that vein this is why sets like Spriggan are becoming more popular because punching a hole through the opponents armor can be very important in this game.
Please convince me I am wrong though. Tell me that health regeneration is on par as a stat to magicka and stamina.
So I'm reading vampire is OP because of the recovery of your secondary stat. Too much stam for mag users, too much mag for stam users. But the recovery bonus for Vamp is 10% and for most people the secondary stat has a base recovery rate of between 600-700. So a magic player is getting maybe 70 extra stam per second. But considering at level 50 the base cost of one dodge roll is upwards of 3600 stam that means they get ONE extra dodgeroll every 52 seconds. And a stamblade with 700 mag recovery would get ONE extra shadow cloak every 58 seconds. Even if we talk about a magblade with 2000 Mag recovery getting a boost to the primary stat it's ONE extra cloak every 20 seconds. I'd hardly call that game breaking OP.
Please also read that 'health recovery stinks' in your equation. All health recovery does is make you die slightly slower than you would have died anyway and building for health recovery means that you hit people almost as hard as a delicate touch from a feather duster. There is a reason many people ignore health regeneration builds. The system itself is flawed that is my complaint. If they don't like Health and Health regeneration they need to change the paradigm. I realize that I"m discussing two issues here. There is the problem of Tank vs. Damage game rules and the problem that Vampire leans toward the Damage rules which are more favorable than the Tank rules. I think the method to salvage the system is to make Heavy Armor wearers more about light and heavy attacks (which is I believe what they intended) and a mild use of powers as needed to recover. I'm not suggesting burn the whole system but I am suggesting there are flaws. Lets compare here. The character with the 2k+ magic regeneration (on a nightblade) is also able to make excellent health returns by merit of firing off magical attacks and pumping out dps. The Health regeneration guy does what, swing his sword around? They aren't comparable. Even if you had 5,000 Health regeneration every 2 seconds your character would be laughable because his damage would be horrible and it would be double nerfed by battle spirit and soon defile. To make matters worse such a character does not represent any real threat beyond annoyance and maybe playing as a siege cannon turret.
-10% Regen but must be vamp
-75% DMG mitigation but turns off mag Regen and you can't be healed. Can't Sprint while in mist form so major expedition is largely used on "walk".
- 20% healing per tick but based off your missing health. Gives off balance cc, ultimate gen, speed but DMG/healing locked in a channel.
- health per hit dot ultimate but costs 150.
- you take 25% extra DMG on fire attacks (not negates by DMG mitigation; you always take 25% extra fire DMG.
- there's a DMG enchant that deals 6k DMG on you
- fighters guild abilities deal extra DMG on you
- rune of protection fears you lol.
I'd say there are plenty of balanced pros/cons for ERPing as Nosferatu.
dodgehopper_ESO wrote: »Rohamad_Ali wrote: »Very little weakness ? Ever been under a oil when someone hits Dawnbreaker ? I don't care how tanky you are that's a bad vampire situation . Cold fire with oils is a death sentence . Vampire has many weaknesses . See a vampire tank and don't have a interupt on your class , hit them with silver bolts .
To be fair - Cold Fire with Oils hurts just about everyone. In this respect situational awareness is key for everyone, but perhaps slightly more for a Vampire. I'm just not convinced of the balance in this aspect of the game, and I've looked sideways at it essentially since the outset.
On the matter of art I also have to agree. I do not mind the paleness but I do mind the strange rash everyone gets around the eyes. I mind the fact that I have a khajiit nightblade who despite having a Black Mane only turns gray all over his hairy body with the exclusion of his facial hair. I mind the fact that my beautiful crocodile green Argonian turns blue-white. I can understand getting paler, but Vampirism does a completely strange thing with the color palette. I didn't want to get into the artistic element of Vampires though.
I want to talk about the fact that Fighters Guild should be mutually exclusive to Vampirism and should have competitive abilities both passive and active. In addition they need to stop balancing the game as if Health Regeneration were equal to Magic and Stamina regeneration. The health regeneration 'nerf' vampires receive is a joke and while talking about Tankpires lets not forget how annoying mist form can be. You are right that getting CC'd while under oil, getting cold fired is a bane of Vampires, but I would posit that what you just described is a bane to any tank.
Silver Bolts is shite. Silver Leash should work like chain pull. It always should have. Its a weapon skill line. You're pulling in the lead. Why does this only work on magicka? In short: Make Fighters Guild Great Again (or at least for once). I'm tired of this game being Elder Monsters online.
.OpponentSmile66 wrote: »Gotta love how he fails to mention fire weakness. Fire is more abundant than lag and a Magic DK is a vampire's worst nightmare.