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Drain Stun Vampire OP

  • Juhasow
    Juhasow
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    Lord-Otto wrote: »
    Fine, @Juhasow , but my post you quoted was about undodgable, unblockable no-damage drain. That was what I compared to Turn Undead. Just admit you were superficial, it's no big deal.

    Well although I was talking about current state of drain still after what You propose drain would be stronger then turn undead. It would basically be fossilize without immobilize but way cheaper with longer range and speed buff. Against single opponent it would still be better then turn undead considering that turn undead have pretty low radius plus a delay between clicking it and actuall landing which makes it unreliable to use against moving targets when the cost of it is pretty high for stam ability. People dodging away from You can can dodge away from turn undead but cant dodge away from drain.
    Edited by Juhasow on January 3, 2020 9:54AM
  • Moonsorrow
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    Langeston wrote: »
    then the problem isn't their class or skills — it's your current skill level.

    People here in ESO seems to generally unable to accept that most often. Most seem to wanna believe they are very good and the reason they die must then be always at some random 1 skill/class/mechanism that must be nerfed and then all their problems are removed, but.. when that happens, only thing happens is that they go after the next thing since they still die a lot.. and it again, cannot be about skill level.. Oh no.

    Fragile ego and people are so sensitive about their own performance these days. Sad thing is they are slowly destroying the game, class identities, fun skills and mechanisms with endless nerf demands.

    Drain can be a strong tool yes, but.. there are supposed to be tools that are strong or does everything needs to be weak? I am sure ZOS will adjust Accelerating Drain though, hope they do not butcher the entire skill and the other morph, it has ben fun at pve tanking for more Warhorns.

  • Lord-Otto
    Lord-Otto
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    Juhasow wrote: »
    Lord-Otto wrote: »
    Fine, @Juhasow , but my post you quoted was about undodgable, unblockable no-damage drain. That was what I compared to Turn Undead. Just admit you were superficial, it's no big deal.

    Well although I was talking about current state of drain still after what You propose drain would be stronger then turn undead. It would basically be fossilize without immobilize but way cheaper with longer range and speed buff. Against single opponent it would still be better then turn undead considering that turn undead have pretty low radius plus a delay between clicking it and actuall landing which makes it unreliable to use against moving targets when the cost of it is pretty high for stam ability. People dodging away from You can can dodge away from turn undead but cant dodge away from drain.

    It's cool, dude. No one's blaming you for being wrong every now and then.
    ;3

    But if you wanna ride the wave all the way, okay, have it.
    Drain would obviously be a better single-target stun. Because, well, it's single-target. Don't try eeling your way out of this - if there's two targets, Turn Undead stuns twice as much as Drain. Fullstop.
    If someone dodges away from you, you timed it badly. Also, what argument is that? I could argue Drain was an inferior stun because it requires a target - my enemy could roll through and behind me. Come on, man, this is a head-through-wall argument.
    Range is irrelevant. Cyrodiil is melee now, always, everywhere. If you're melee and not in range of your skills, you got outplayed. Or is Jabs inferior to Destructive Clench because of its range? This argument is farçe.
    Fossilize is two powerful CCs in one. O beg your pardon, but I'd take that root on Drain over the cost any day! Fossilize is why mag builds have to invest into stam, it is that gamechanging.
    Ten percent speed buff. Please!
    And to top it off, Drain comes with the fire and Dawnbreaker weakness. You like to ignore that, but vamp players are WELL aware. And no, the passives do not make up for that weakness. Stam builds are noticeably avoiding vampirism when they can't use the active skills. The weaknesses are not worth it for most stam players.

    Nonono, enough of double standards. If Turn Undead is to stay and vamp drain to lose its damage, the only logical step is to make the latter just as unblockable as the former. Everything else is just bias and hypocrisy.
  • Tolino
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    I can't understand why so many thinkt that this ability is OP!
    Except for Magden and Magnecro, this ability is rarely used.

    Magplar: Mostly Toppling charge for stun, sometimes Javelin or drain.
    Magsorc: Mostly Streak and rune cage.
    Magdk: Always Fossilize.
    Magblade: Mostly Mass Hysteria, sometimes Drain.

    So it seems that only those classes without a viable class-stun use drain! And it is really annoying to play a vampire in order to have access to a viable stun.

    I doasn't have more problems with the break free than with other stun's! The only thing I agree with is a cost increase.
    Magsorc: Tôlino (Wardless)
    Magden: Wa-Uller
    Stamsorc: Tolino Sturmfalke
  • technohic
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    Yeah break free is wonky but I've noticed on all CC lately. Knock backs send you 20 meters at times. Knock downs that pop you in the air, if you break free mid air, you still do the stand up animation after landing.

    I'll let everyone else worry about the damage numbers and crap. I can take my losses there. It's the wonky crap all around like the above that I'm fed up with
  • Iskiab
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    Tolino wrote: »
    I can't understand why so many thinkt that this ability is OP!
    Except for Magden and Magnecro, this ability is rarely used.

    Magplar: Mostly Toppling charge for stun, sometimes Javelin or drain.
    Magsorc: Mostly Streak and rune cage.
    Magdk: Always Fossilize.
    Magblade: Mostly Mass Hysteria, sometimes Drain.

    So it seems that only those classes without a viable class-stun use drain! And it is really annoying to play a vampire in order to have access to a viable stun.

    I doasn't have more problems with the break free than with other stun's! The only thing I agree with is a cost increase.

    Agreed. The people who don’t like it are those who don’t need to use it: streaking sorcs and stam.

    If you haven’t noticed, every stun in the game has been complained about constantly.

    This time I think it’s mostly dodgy stam and Sorcs with streak which is sorta funny if you think about it.
    Edited by Iskiab on January 3, 2020 2:18PM
    Looking for any guildies I used to play with:
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    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Lord-Otto
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    technohic wrote: »
    Yeah break free is wonky but I've noticed on all CC lately. Knock backs send you 20 meters at times. Knock downs that pop you in the air, if you break free mid air, you still do the stand up animation after landing.

    I'll let everyone else worry about the damage numbers and crap. I can take my losses there. It's the wonky crap all around like the above that I'm fed up with

    Valid argument. Fear and knockback CCs are quite buggy. I've been complaining about Fear for years, with rather modest success. Imagine why. Really wouldn't mind having CC animations changed into a generic kneel. It's not as flashy, but if it's consistent, please! Or maybe a brand new animation!
  • Juhasow
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    Lord-Otto wrote: »
    Juhasow wrote: »
    Lord-Otto wrote: »
    Fine, @Juhasow , but my post you quoted was about undodgable, unblockable no-damage drain. That was what I compared to Turn Undead. Just admit you were superficial, it's no big deal.

    Well although I was talking about current state of drain still after what You propose drain would be stronger then turn undead. It would basically be fossilize without immobilize but way cheaper with longer range and speed buff. Against single opponent it would still be better then turn undead considering that turn undead have pretty low radius plus a delay between clicking it and actuall landing which makes it unreliable to use against moving targets when the cost of it is pretty high for stam ability. People dodging away from You can can dodge away from turn undead but cant dodge away from drain.

    It's cool, dude. No one's blaming you for being wrong every now and then.
    ;3

    But if you wanna ride the wave all the way, okay, have it.
    Drain would obviously be a better single-target stun. Because, well, it's single-target. Don't try eeling your way out of this - if there's two targets, Turn Undead stuns twice as much as Drain. Fullstop.
    If someone dodges away from you, you timed it badly. Also, what argument is that? I could argue Drain was an inferior stun because it requires a target - my enemy could roll through and behind me. Come on, man, this is a head-through-wall argument.
    Range is irrelevant. Cyrodiil is melee now, always, everywhere. If you're melee and not in range of your skills, you got outplayed. Or is Jabs inferior to Destructive Clench because of its range? This argument is farçe.
    Fossilize is two powerful CCs in one. O beg your pardon, but I'd take that root on Drain over the cost any day! Fossilize is why mag builds have to invest into stam, it is that gamechanging.
    Ten percent speed buff. Please!
    And to top it off, Drain comes with the fire and Dawnbreaker weakness. You like to ignore that, but vamp players are WELL aware. And no, the passives do not make up for that weakness. Stam builds are noticeably avoiding vampirism when they can't use the active skills. The weaknesses are not worth it for most stam players.

    Nonono, enough of double standards. If Turn Undead is to stay and vamp drain to lose its damage, the only logical step is to make the latter just as unblockable as the former. Everything else is just bias and hypocrisy.

    For the record the answer I gave was still correct and along the lines of my opinion so I wasn't wrong. As I said later both version of the ability current one and proposed can outperform turn undead in specific situations. It's especially noticable in no CP. Range is relevant because Cyrodill is also lagy now and lot of the times You'll simply miss with Turn Undead , You'll miss it even when server works properly but enemy is in constant movement. Range is relevant.

    But I am not saying removing damage and adding unblockable stun is a bad thing. I am just saying there are situation where it'll be stronger then turn undead. You are jumping to conclussions too fast. And to be fair if there would be 2 targets I would still preffer to have new version of drain vs turn undead. Turn Undead would clearly outperform drain only in 1vX scenarios where You're heavily pushed into defense by enemies that are stacked on You.

    I never said it would be stronger then fossilize. I clearly pointed out lack of immobilize when comparing both.

    10 percent speed buff is helpfull. Not a gamechanger but still worth mentioning because wih RaT or mist it really helps.

    Yes vampire have drawbacks to take more damage from fire and dawnbreaker but also have adventages of taking lower amount of damage the lower health You have additional regens etc. And yes being vampire can be harsh but that doesnt mean it deserves heavily overloaded abilities. It's no susrise that magicka scaling and magicka based abilities are avoided by stam builds where one is used for damage and second is expensive and halts mag regen. It's like saying magicka builds are avoiding running with bow because drawbacks are not worth te benefits lol.

    Overall I am not saying unblockable , undodgable drain without damage is bad idea but I point out it would still be very strong ability.If anyone is wrong here it'll be You for making lot of assumtions and creating Your argumentation around it.

    Edited by Juhasow on January 4, 2020 1:27AM
  • Karmanorway
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    Yeah they should fix the stun bug, other then that the skill is fine IMO.
  • Lord-Otto
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    Juhasow wrote: »
    Lord-Otto wrote: »
    Juhasow wrote: »
    Lord-Otto wrote: »
    Fine, @Juhasow , but my post you quoted was about undodgable, unblockable no-damage drain. That was what I compared to Turn Undead. Just admit you were superficial, it's no big deal.

    Well although I was talking about current state of drain still after what You propose drain would be stronger then turn undead. It would basically be fossilize without immobilize but way cheaper with longer range and speed buff. Against single opponent it would still be better then turn undead considering that turn undead have pretty low radius plus a delay between clicking it and actuall landing which makes it unreliable to use against moving targets when the cost of it is pretty high for stam ability. People dodging away from You can can dodge away from turn undead but cant dodge away from drain.

    It's cool, dude. No one's blaming you for being wrong every now and then.
    ;3

    But if you wanna ride the wave all the way, okay, have it.
    Drain would obviously be a better single-target stun. Because, well, it's single-target. Don't try eeling your way out of this - if there's two targets, Turn Undead stuns twice as much as Drain. Fullstop.
    If someone dodges away from you, you timed it badly. Also, what argument is that? I could argue Drain was an inferior stun because it requires a target - my enemy could roll through and behind me. Come on, man, this is a head-through-wall argument.
    Range is irrelevant. Cyrodiil is melee now, always, everywhere. If you're melee and not in range of your skills, you got outplayed. Or is Jabs inferior to Destructive Clench because of its range? This argument is farçe.
    Fossilize is two powerful CCs in one. O beg your pardon, but I'd take that root on Drain over the cost any day! Fossilize is why mag builds have to invest into stam, it is that gamechanging.
    Ten percent speed buff. Please!
    And to top it off, Drain comes with the fire and Dawnbreaker weakness. You like to ignore that, but vamp players are WELL aware. And no, the passives do not make up for that weakness. Stam builds are noticeably avoiding vampirism when they can't use the active skills. The weaknesses are not worth it for most stam players.

    Nonono, enough of double standards. If Turn Undead is to stay and vamp drain to lose its damage, the only logical step is to make the latter just as unblockable as the former. Everything else is just bias and hypocrisy.

    For the record the answer I gave was still correct and along the lines of my opinion so I wasn't wrong. As I said later both version of the ability current one and proposed can outperform turn undead in specific situations. It's especially noticable in no CP. Range is relevant because Cyrodill is also lagy now and lot of the times You'll simply miss with Turn Undead , You'll miss it even when server works properly but enemy is in constant movement. Range is relevant.

    But I am not saying removing damage and adding unblockable stun is a bad thing. I am just saying there are situation where it'll be stronger then turn undead. You are jumping to conclussions too fast. And to be fair if there would be 2 targets I would still preffer to have new version of drain vs turn undead. Turn Undead would clearly outperform drain only in 1vX scenarios where You're heavily pushed into defense by enemies that are stacked on You.

    I never said it would be stronger then fossilize. I clearly pointed out lack of immobilize when comparing both.

    10 percent speed buff is helpfull. Not a gamechanger but still worth mentioning because wih RaT or mist it really helps.

    Yes vampire have drawbacks to take more damage from fire and dawnbreaker but also have adventages of taking lower amount of damage the lower health You have additional regens etc. And yes being vampire can be harsh but that doesnt mean it deserves heavily overloaded abilities. It's no susrise that magicka scaling and magicka based abilities are avoided by stam builds where one is used for damage and second is expensive and halts mag regen. It's like saying magicka builds are avoiding running with bow because drawbacks are not worth te benefits lol.

    Overall I am not saying unblockable , undodgable drain without damage is bad idea but I point out it would still be very strong ability.If anyone is wrong here it'll be You for making lot of assumtions and creating Your argumentation around it.

    First you quote me and argue about something that's not in the quote. Then you shift your narrative to pretend it would still fit your original wrong argumentation. And you do that by claiming an AoE stun would be inferior to multiple targets than a single-target stun. I'm not buying it. You didn't read carefully, you were wrong and now you're getting wilder and wilder in your arguments to avoid admitting you answered to a completely different question. It's stubborn and you're not fooling me. And if you want to make me believe you, then stop insulting me by responding with a slightly more elaborate "no U". Or just drop this particular point, as it's really not important and just wastes time.

    Coming back to the topic at hand, yes, unblockable/undodgable stuns are strong. Every stam build now has one, and it's only fair if the same is true for mag builds.

    Stam builds can use magicka skills just fine. As long as they don't need to spam them or need scaling. That's why stamblades and sDKs can use Cloak and Fossilize. And this is true for vamp drain as well. A stam DK can absolutely use the "long-range" drain instead of Fossilize. But the latter is just better, despite the range, and doesn't bring weaknesses. Same for stamblades. That's the difference. In comparison, mag builds have a much harder time using stam skills. They need the off-resource to break free. For stam builds, the off-resource is free utility. Which proves that stam builds avoid vampirism because of the drawbacks. If they considered the active skills worth it, they'd use 'em.

    Minor Expedition does jack ship, ask stamsorcs. An incredibly weak argument.
    Lag also affects targeted skills. Infact, it affects them more. A stutter in framerate can easily cause you to miss or hit the wrong target. Not the case with AoEs.

    Anyways, I'm being stubborn here. I am not accepting that stam builds get an undodgable/unblockable stun with no drawbacks, while mag builds get all their stuns systematically ruined while also being blockable or dodgable and even get to suffer from fire and Dawnbreaker weakness in many cases. It is clearly imbalanced. And I won't budge on this.
  • leepalmer95
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    What exactly is the issue with the skill?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Iskiab
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    What exactly is the issue with the skill?

    It’s cheap and can be buggy to break free from. It’s also not a projectile so stuns dodge rolly builds so they hate it.

    For the cost it’s overloaded. On say a MagWarden it helps you build Ult for more perma spam, on a magblade the other morph gives minor expedition. Most stuns are what, 4k base cost? On my MagWarden build the cost is under 2k.

    It doesn’t hit hard at all, but I guess if you’re glassy without all impen trying to use dodge roll for defense it will. It’s a perfect counter against those builds as a MagWarden because it keeps them in place so I hit them with bugs. On my magblade you can block cancel it and shoot the bow proc.
    Edited by Iskiab on January 6, 2020 4:06AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Fawn4287
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    People really trying to defend this skill, its hard to believe people are really that desperate to not learn a combo they will try every channel, dot and other easy to use skill in the game. People love to spam L2P on these forums but if everyone just learnt to play a direct damage dps build it would revert to a much more ‘better player wins’ game rather than a ‘scissors, paper, rock’ of build choices.
  • Edziu
    Edziu
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    Langeston wrote: »
    What they could do instead of just nerfing it, make it cost more at stage one but have that powerful drain effect to it. Do less damage over the various stages but have it cost less but keep the stun effect. So if you want to have a powerful drain effect. Where it does very good damage, have to be stage one for that to happen.
    So higher stages like stage four it would have reduced cost but lower stages such as stage one the ability would be more powerful. So if players want to have real use of the full potential of the ability have to be stage one if they want a more cost effiecent ability have to be higher stage like 2 to 4. I think in a way this could balance it out. Why not do everyone suggestion?
    People get the nerf they want because vampirism is more beneficial when not fed Currently. Plus so many uses up the vampire stage thus would with continued use it would be nerfed but cost less.
    Players keep the ability as it is but with the effect of it costing more at stage one So they don't really get nerfed in that regard if the ability scales on your stage of vampirsm. Hence aka stage 1 more powerful and op Drain essence ability. Higher stages meaning ability is watered down.
    It would require you to choose between cost effectiveness or damage. So having that equilibrium would be a nice touch. Plus give players the reason to actually feed and make it feel more like a vampire. In fact they should buff mist form and bats in the same way. More powerful at stage one but more cost efficient at later stages.
    For example I think bat swarm does something like 1500 damage per tick just an estimate plus more damage based on stats and cp points. Now what they can do is make that abiltiy do 2200 per tick at stage one then 1900 at stage two, 1750 at stage three and 1500 at stage four.
    Baleful mist, 1600 damage per tic at stage one, 1000 damage per tic at stage two, 500 damage per tic stage three 100 damage per tick stage four. That would make that ability and morph far more worth it. Since it isn't a good damage ability and should have more damage.
    So I think they should make the whole vampire line more useful. Based on weather or not your fed or staving.

    With all due respect, I think that would be terrible. +25% flame damage taken at stage 4 is a huge liability, especially with everyone & their brother playing as MagDK right now. Stage 1 vampirism has literally ZERO drawbacks and you want that stage to have the most lethal abilities? No thank you.

    yeah, 25% additional dmg to single damage type is ery huge for vampier, that not like this was already lowered for 40% because of so many qq for this,
    that not like they also lost their passive:

    While you have Vampirism stage 3 or higher:

    Reduces damage dealt towards you when you fall below 50% Health.
    Reduces your damage taken by up to 33% based on your missing Health.

    maybe it is only under 50% of health but yet it is givin you after all more resist to fire than you have damage taken to this with on top you have this reduced dmg by 33% to every other damage

    but right, additional 33% reduced damage taken is just low as you dont see any diference with fighting anyone and literally everyone around are using fire only spells to make vampires worse, people dont use single other damage type than fire, even stamina builds build up for fire just to screw vampires as everyone dont like them
  • Iskiab
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    Fawn4287 wrote: »
    People really trying to defend this skill, its hard to believe people are really that desperate to not learn a combo they will try every channel, dot and other easy to use skill in the game. People love to spam L2P on these forums but if everyone just learnt to play a direct damage dps build it would revert to a much more ‘better player wins’ game rather than a ‘scissors, paper, rock’ of build choices.

    I don’t agree with this at all. The basic mechanics of the skill beyond the buggy stun is fine. I mean, are you saying everyone should just roll a stam class so gear and landing a dizzy and heavy attack wins in pvp? That sounds boring as hell.

    If your concern is the cost or buggy break free then fine, you have a point. If your issue is it’s a mag and not a stam ability then I disagree completely. If you’re the type who thinks they should revert dizzy and get rid of this skill then it’s nothing but being biased to your playstyle.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Juhasow
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    Edziu wrote: »
    Langeston wrote: »
    What they could do instead of just nerfing it, make it cost more at stage one but have that powerful drain effect to it. Do less damage over the various stages but have it cost less but keep the stun effect. So if you want to have a powerful drain effect. Where it does very good damage, have to be stage one for that to happen.
    So higher stages like stage four it would have reduced cost but lower stages such as stage one the ability would be more powerful. So if players want to have real use of the full potential of the ability have to be stage one if they want a more cost effiecent ability have to be higher stage like 2 to 4. I think in a way this could balance it out. Why not do everyone suggestion?
    People get the nerf they want because vampirism is more beneficial when not fed Currently. Plus so many uses up the vampire stage thus would with continued use it would be nerfed but cost less.
    Players keep the ability as it is but with the effect of it costing more at stage one So they don't really get nerfed in that regard if the ability scales on your stage of vampirsm. Hence aka stage 1 more powerful and op Drain essence ability. Higher stages meaning ability is watered down.
    It would require you to choose between cost effectiveness or damage. So having that equilibrium would be a nice touch. Plus give players the reason to actually feed and make it feel more like a vampire. In fact they should buff mist form and bats in the same way. More powerful at stage one but more cost efficient at later stages.
    For example I think bat swarm does something like 1500 damage per tick just an estimate plus more damage based on stats and cp points. Now what they can do is make that abiltiy do 2200 per tick at stage one then 1900 at stage two, 1750 at stage three and 1500 at stage four.
    Baleful mist, 1600 damage per tic at stage one, 1000 damage per tic at stage two, 500 damage per tic stage three 100 damage per tick stage four. That would make that ability and morph far more worth it. Since it isn't a good damage ability and should have more damage.
    So I think they should make the whole vampire line more useful. Based on weather or not your fed or staving.

    With all due respect, I think that would be terrible. +25% flame damage taken at stage 4 is a huge liability, especially with everyone & their brother playing as MagDK right now. Stage 1 vampirism has literally ZERO drawbacks and you want that stage to have the most lethal abilities? No thank you.

    yeah, 25% additional dmg to single damage type is ery huge for vampier, that not like this was already lowered for 40% because of so many qq for this,
    that not like they also lost their passive:

    While you have Vampirism stage 3 or higher:

    Reduces damage dealt towards you when you fall below 50% Health.
    Reduces your damage taken by up to 33% based on your missing Health.

    maybe it is only under 50% of health but yet it is givin you after all more resist to fire than you have damage taken to this with on top you have this reduced dmg by 33% to every other damage

    but right, additional 33% reduced damage taken is just low as you dont see any diference with fighting anyone and literally everyone around are using fire only spells to make vampires worse, people dont use single other damage type than fire, even stamina builds build up for fire just to screw vampires as everyone dont like them

    25% damage taken debuff > 33% damage reduction buff due to how calculations work in ESO. Also vampire passive says "up to 33%" which means You'll reach that 33% most propably when You're at 1% health which essentially means when You're dead and for example when You're at 25% health You'll have only 17% dmg reduction and when You're at 50% health You'll be getting 1% damage reduction.

    And keep in mind that due to how percentage damage reduction buffs are calculated vs how percentage damage vulnarabilities debuffs are calculated vulnarabilities will always beat reductions. Especially after one of the latest iterations to vulnarabilities. Now lv 4 vampire can cause taking even 50%+ more damage from fire. All depends of how many damage reductions You have.
    Edited by Juhasow on January 6, 2020 1:41PM
  • Cerotonin
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    I began using it and it’s been useful. People do bash me out of the channel though, those players also seem to put up a better fight too in comparison to those that are killed by it. It helps against roll-dodging lovers.
  • UppGRAYxDD
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    Nope, you don’t nerf vampires... unless they’re Sorc vampires.
    "Stendarr's mercy be upon you, for the vigil has none to spare."
  • leepalmer95
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    Edziu wrote: »
    Langeston wrote: »
    What they could do instead of just nerfing it, make it cost more at stage one but have that powerful drain effect to it. Do less damage over the various stages but have it cost less but keep the stun effect. So if you want to have a powerful drain effect. Where it does very good damage, have to be stage one for that to happen.
    So higher stages like stage four it would have reduced cost but lower stages such as stage one the ability would be more powerful. So if players want to have real use of the full potential of the ability have to be stage one if they want a more cost effiecent ability have to be higher stage like 2 to 4. I think in a way this could balance it out. Why not do everyone suggestion?
    People get the nerf they want because vampirism is more beneficial when not fed Currently. Plus so many uses up the vampire stage thus would with continued use it would be nerfed but cost less.
    Players keep the ability as it is but with the effect of it costing more at stage one So they don't really get nerfed in that regard if the ability scales on your stage of vampirsm. Hence aka stage 1 more powerful and op Drain essence ability. Higher stages meaning ability is watered down.
    It would require you to choose between cost effectiveness or damage. So having that equilibrium would be a nice touch. Plus give players the reason to actually feed and make it feel more like a vampire. In fact they should buff mist form and bats in the same way. More powerful at stage one but more cost efficient at later stages.
    For example I think bat swarm does something like 1500 damage per tick just an estimate plus more damage based on stats and cp points. Now what they can do is make that abiltiy do 2200 per tick at stage one then 1900 at stage two, 1750 at stage three and 1500 at stage four.
    Baleful mist, 1600 damage per tic at stage one, 1000 damage per tic at stage two, 500 damage per tic stage three 100 damage per tick stage four. That would make that ability and morph far more worth it. Since it isn't a good damage ability and should have more damage.
    So I think they should make the whole vampire line more useful. Based on weather or not your fed or staving.

    With all due respect, I think that would be terrible. +25% flame damage taken at stage 4 is a huge liability, especially with everyone & their brother playing as MagDK right now. Stage 1 vampirism has literally ZERO drawbacks and you want that stage to have the most lethal abilities? No thank you.

    yeah, 25% additional dmg to single damage type is ery huge for vampier, that not like this was already lowered for 40% because of so many qq for this,
    that not like they also lost their passive:

    While you have Vampirism stage 3 or higher:

    Reduces damage dealt towards you when you fall below 50% Health.
    Reduces your damage taken by up to 33% based on your missing Health.

    maybe it is only under 50% of health but yet it is givin you after all more resist to fire than you have damage taken to this with on top you have this reduced dmg by 33% to every other damage

    but right, additional 33% reduced damage taken is just low as you dont see any diference with fighting anyone and literally everyone around are using fire only spells to make vampires worse, people dont use single other damage type than fire, even stamina builds build up for fire just to screw vampires as everyone dont like them

    You get 33% when you're dead. When you are at 20% hp the reduction isn't going to help.

    Being a vamp hurts when you come across a mag dk, siege, oils, eye of the storms and fighters guild skills including dawnbreaker.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
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