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.
then the problem isn't their class or skills — it's your current skill level.
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.
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.
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
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.
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.
leepalmer95 wrote: »What exactly is the issue with the skill?
Thevampirenight 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.
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.
Thevampirenight 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
Thevampirenight 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