TankHealz2015 wrote: »I want a build specifically to fight Vampires in open world Cyridil on Vivec campaign.
If you have a great build, plz share.
PS. Argonian, DK, sword/shield and bow, CP 700
1 class aaaaaaaand anywho slots an inferno staff or flame enchant or uses Sunderflame or force pulse or flame rune.
Remove fire from game cause it hurts my vampire mmkay.
It is an issue for balance when one class has such a disproportionate advantage over vampires. I do see an issue there.
TheDoomsdayMonster wrote: »It is an issue for balance when one class has such a disproportionate advantage over vampires. I do see an issue there.
There is no issue as every class can potentially build with lots of Fire based abilities/gear sets and have the same advantage over Vampires...
I am a Magicka Templar, and can equip Skoria, Burning Spell Weave, get a Flame Destro Staff, slot Eye of Flame, slot Vampires Bane, and be able to eat through Vamps just like a Magicka Dragon Knight can...
Should I be nerfed too?
Fire * Poison Vulnerabilities should be nerfed considerably to the point that they are just a novelty (5% tops).
As a downside, Vampires/Werewolves should not have access, to Fighter's Guild tree at all. This would make for a much more balanced downside and it would make sense too. (maybe even mage's guild?)
Whats with 90% of people in Cyrodiil having mist form? There some kind of regen exploit with it or something?
VaranisArano wrote: »
So what do you suggest it's changed to op? Vampire take 15% extra dmg in general maybe?
RinaldoGandolphi wrote: »Two of my toons are vamps and I honestly don’t even notice the fire damage even against other mag DK
You should have 15% in Thick Skin(37 points ) as fire dots are your biggest threat...you should also lean more towards elemental defender then Hardy. I mean the cp system is so noob friendly shoring up weakness I’d say leave Vampire alone
Vampire is really strong now, and the fire damage and skills like Evil Hunter are already nerfed...vamps got it easy now compared to the buffs they get and you can defer to stage one have no weakness and laugh at fire damage. What more do we want?
A few. Points in Thick Skinned you will wonder if the vamp fire weakness even exists at all....
Fire * Poison Vulnerabilities should be nerfed considerably to the point that they are just a novelty (5% tops).
As a downside, Vampires/Werewolves should not have access, to Fighter's Guild tree at all. This would make for a much more balanced downside and it would make sense too. (maybe even mage's guild?)
Waffennacht wrote: »VaranisArano wrote: »
And as you still recover Stam, is very effective mitigation tool for Stam toons
ZOS should change the extra fire damage and poison damage that vampires and werewolves recives, specifically on pvp. I do not care about the werewolves, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are the only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what is 25% extra dmg on pvp? (1/4 more dmg, it is a lot of extra dmg). The problem is: there is a class that deals fire damage, exclusively, with all their skills, so this class is getting huge advantge above the others classes.
U should remove/change it.
Edit: im not talk about the 25% extra dmg only. Im talking about the class that is exploiting it and how it can be changed, im not asking for remove a downside.
@ZOS_Wrobel
@ZOS_GinaBruno