cazlonb16_ESO wrote: »The added mobility vampire brings in particular is essential to a range of builds, basically magicka builds of certain classes would be nigh unplayable in PvP without it. I'd be all for fixing these builds so they don't rely on Mist Form, but ZOS has other ideas and as long as it doesn't happen, vamp will remain popular, despite the drawbacks.
By "balance" you mean NB's one-shotting 60k health emperors by simply using camo hunter?
No reason to not be vampire apart from cosmetic. The 25% fire damage is mostly countered by vamp low health passive, which makes it very strong for other damage types. CP easily makes up the difference. Then you get good regen & no sneak speed penalty, so basically access to an extra skill tree...
So I agree with OP, kinda. I'd just turn fighters guild tree into one that a vamp/WW could not use skills or passives from.
OneKhajiitCrimeWave wrote: »No reason to not be vampire apart from cosmetic. The 25% fire damage is mostly countered by vamp low health passive, which makes it very strong for other damage types. CP easily makes up the difference. Then you get good regen & no sneak speed penalty, so basically access to an extra skill tree...
So I agree with OP, kinda. I'd just turn fighters guild tree into one that a vamp/WW could not use skills or passives from.
All that would do is affect those stam vamps who run Dawnbreaker. Magicka Vampires would be completely unaffected by that change.
Passive wise it would affect PvE but not PvP as much. And again hit stam harder than Magicka.
Just buff some of the fighters guild abilities to hit vamps harder to naturally balance things out, possibly some mages guild skills too to give Magicka options to fight back.
Notice: NO BUFFS TO DAWNBREAKER OR EXPLOIT ON CAMO HUNTER. just to further state this as people keep posting the same things regarding these. WE KNOW
OneKhajiitCrimeWave wrote: »LadyNalcarya wrote: »As if dawnbreaker isnt strong enough already.
You may have noticed that I never made mention of Dawnbreaker because it is powerful as it is and does not need buffing. I'm trying for balance, not OP or broken.
LadyNalcarya wrote: »OneKhajiitCrimeWave wrote: »LadyNalcarya wrote: »As if dawnbreaker isnt strong enough already.
You may have noticed that I never made mention of Dawnbreaker because it is powerful as it is and does not need buffing. I'm trying for balance, not OP or broken.
Yeah, but vampirism/lycantropy wouldnt even be viable if you would get hit for absurdly high amounts of damage. Its ONLY viable because fire debuff is kinda worth the 10% regen. And 10% regen isnt even a big deal, its more of a minmaxing thing.
My point is, your roleplay should not render one of game's features useless. You already have ways to do more damage to undead and werewolves (dawnbreaker, prismatic glyph, fire/poison), so you can just use them.
It really seems some think it should be extremely easy to kill a vamp rather than just easier. Being easier to kill seems to not be enough for some.
Nemesis7884 wrote: »yes to a dawnguard dlc including the skyrim dawnguard armor - best looking armor
OneKhajiitCrimeWave wrote: »It really seems some think it should be extremely easy to kill a vamp rather than just easier. Being easier to kill seems to not be enough for some.
No, most people seem to think that the penalties should balance the upside and be a consideration. Evidently it's not or there would not be so many Vampires in the player base.
Not asking for easy kills, asking for balance and counterplay. Buff the weaker stuff before they nerf the strongest performing. Having nearly everyone as a vampire shows just how unbalanced it is. The player base does not flock to on par things.
OneKhajiitCrimeWave wrote: »LadyNalcarya wrote: »OneKhajiitCrimeWave wrote: »LadyNalcarya wrote: »As if dawnbreaker isnt strong enough already.
You may have noticed that I never made mention of Dawnbreaker because it is powerful as it is and does not need buffing. I'm trying for balance, not OP or broken.
Yeah, but vampirism/lycantropy wouldnt even be viable if you would get hit for absurdly high amounts of damage. Its ONLY viable because fire debuff is kinda worth the 10% regen. And 10% regen isnt even a big deal, its more of a minmaxing thing.
My point is, your roleplay should not render one of game's features useless. You already have ways to do more damage to undead and werewolves (dawnbreaker, prismatic glyph, fire/poison), so you can just use them.
My role play you say? Because I want to have a viable build to PvP on with the name of a vampire hunter it's considered role play.
Enlightenment time: Vampire hunters exist in every Elder Scrolls game where vampires can be prominent, including ESO. They were able to be made in this game to both PvE and PvP with until changes were made which overall buffed stam DPS for PvE content (which is not what is being complained about as it brought a little bit more build and class diversity to trials).
You say that everyone should just use Dawnbreaker, Prismatic enchants and fire. We have already established how ineffective fire is (L2Read) and if we're talking glyphs then what about cool down of glyphs? Not efficient or effective enough when even Tanks are running vampire.
That leaves Dawnbreaker. There is your build diversity. 1 single solitary skill. Then again it doesn't surprise me that build diversity isn't high on your priorities. More build diversity requires a bit more thought on making builds, not just log in to a streamer or a YT'er to be told what's BiS.
I decided to ask for more build diversity and buffs to skills in order to bring us close to balance. When ZOS run the figures and realise that nearly EVERYONE is a vamp, how hard is the nerf hammer going to fall? Be totally honest about that. It will happen, especially when you have streamers and YT'ers basically laughing about the so called penalties for being vampire on every build video.
How long do you have before it does? Next main combat balance patch? 1 after?
Was this really a thing? And they removed it? The guy who decided to remove it should be fired. Counter mechanics are super fun in PvP. It allows niche builds which usually sucks, but when the proper situation comes, they rock hard. I'm all for to add vampire counter skills, warewolf counter skills but also human counter skills. It could be huge fun imho. Maybe there could be whole new human skill tree for this and vampire/warewolf trees could be adjusted to have some anti-human elements.
I really love this idea.
OneKhajiitCrimeWave wrote: »It really seems some think it should be extremely easy to kill a vamp rather than just easier. Being easier to kill seems to not be enough for some.
No, most people seem to think that the penalties should balance the upside and be a consideration. Evidently it's not or there would not be so many Vampires in the player base.
Not asking for easy kills, asking for balance and counterplay. Buff the weaker stuff before they nerf the strongest performing. Having nearly everyone as a vampire shows just how unbalanced it is. The player base does not flock to on par things.
Besides assumptions, the term "balance" seems to be use in place of making the mills easier.
Seriously. All this thread is full of is generalizing comments and assumptions. Havs a hard time killing a vamp then it must not be balanced. I think there are to many vamps so it must not have much of a down side.
That's what this thread says.
misfitmanic wrote: »I definitely miss the way the FG skills used to work, dealing extra damage to undead. I deliberately refused any curses and played a monster hunter. When the skills were changed, I became a vamp, cause why not?
TheDoomsdayMonster wrote: »OneKhajiitCrimeWave wrote: »TheDoomsdayMonster wrote: »
You lost all cred right there...
One of the biggest reasons why Destro Ult/Proxy/Vicious Death is so effective in Cyrodiil is because of all the Vampires running around...
Just think about it...
Eye of Flame is already very strong; what happens when you add a 25% vulnerability to fire.
If the Destro ultimate was a deterrent then why are there SO MANY vamps.
Additionally your one method of counterplay involves running a single specific weapon and using its ultimate.
Not to mention running proximity detonation and VD. so to be efficient at removing Vampires you essentially have to be a bomb blade? Tell me, why isn't every Emperor a bomb blade then if it is so effective against vampires?
Oh yeah, because CP's and mist form. Tell me again how effective fire is.
You are shifting goal posts; you initially said that Fire Damage didn't work on Vampires...
This is 100% wrong as Vampires facing Eye of Flame and Magicka Dragonknights will agree with...
And Vampiric weaknesses do deter some from going Vamp; I personally know people who won't go Vamp because of how strong Dawnbreaker is against them...
As for all the Vamps in Cyrodiil, this has already been correctly addressed by others earlier in the thread...
Classes that lack mobility, in particular, are very dependent on it...
On my Magicka Templar, the difference between not having Vamp and having Vamp is night and day as pertains to mobility and my ability to escape a bad situation...
Without Vamp, I couldn't get away from a 2 legged dog...
Ignores biggest counter that everyone has access to, justifies not mentioning it because it doesn't need a buff..yawhat?