Nerf topic again ?
VarisVaris wrote: »Please delete it from the game.
When you can instantly feel how you're having a much harder time surviving the second you drop from vamp stage 3 to stage 2 and therefore lose the undeath passive it's a clear indication that this passive is completely overtuned.
Also rework the red CP tree to not be a sustain/survivability tree as this asks for people to stack mitigation with no way for offense to compensate for that.
Back with the old system we had at least some mirrored offensive and defensive cp stars but now we have the blue cp tree with both offensive and defensive cp stars and the red cp tree with completely overtuned defensive stars.
Fastest way would be to simply remove the red cps that have been added after the CP 2.0 rework (Pain's refuge, relentlessness...)
Very true regarding the CP. Previously everyone had the same CP and it was in 'balance'. I would say that on average in the current CP system a player runs 2 offensive and 2 defensive CP's in the blue tree. But it does enable the option for 4 defensive CP's, which means you need to run 4 offensive's CP's to balance that out again. But by doing so, you are in a major disadvantage. ZOS should just remove defensive CP's from the blue tree completely and add them to the red one. So you have to choose between defense and sustain and not get both.
Damage VS Tank = Boring
Tank VS Damage = Boring
Tank VS Tank = Even more boring
Damage VS Damage = Fun
Ragnaroek93 wrote: »
Pretty much the reason why I always stop playing after a few weeks when I return to the game. Time to kill in this game is absolutely broken and you can't reliably kill good opponents in a reasonable amount of time unless you play really broken stuff (like draugr magdk). This goes far beyond undeath, the other issues I can think of are crosshealing, ironblood, lack of counters against block, dodge and healing and it will only get worse next patch with that new crit res set and more healing abilities because the hybrid changes affect healing way more than damage done (giving everybody more healing abilities has to be an out of season april fools joke tbh).
PvPing in ESO just becomes boring very fast and this is mainly because of the absurd time to kill and the amount of broken stuff in this game while 90% of the builds and classes don't have the tools to deal damage anymore (pretty much everything that isn't mdk, magplar or harmony necro). Time to kill has been consistantly too high since release that people seem to have forgotten that dieing in PvP is an intended mechanic in PvP. Might also help the performance if stuff dies faster.
GypsyKing22 wrote: »
Pretty much this
In a 1v1 situation, time to kill is basically infinite unless you're running ultra broken *** like draugrkin force pulse or deadlands demolisher bash builds, it always comes down to whoever gets tired enough to stop paying attention to rebuffing/keeping heals up/etc.
In a group situation, cross healing basically makes any damage outside of ulti dumps useless. On the other hand, coordinated groups ulti dumping are going to kill you no matter what you run.
Its just very tough to balance for all scenarios, but with these changes, basically every single scenario just gets more imbalanced instead of balanced... lol
Lmao, yeah, healing and mit is busted. First person to cramp up loses the duel lmao
I have a better naming for this thread:
Health recovery not buffed?
^ This
The fact Undeath is so good is because the HP recovery nerf effectively removed half of the weaknesses you had to get to receive Undeath. Instead of losing 60% of your HP recovery you only lose 30% relatively speaking compared to everyone else due to the 50% nerf.
If you nerfed Undeath you'd make pure vampire builds actually using the health cost abilities unplayable in the few pieces of content you can actually pull them off in.
Undeath passive from vampire provides way to much mitigation, I'm sad to see it's not nerfed in the PTS Patch notes. (and more defensive/healing mechanics in the game)
I remember with Greymoor, the recovery passive was removed from the vampire skill line with the following statement: 'We don't want players to be vampire just for the passives'.
Everyone is a vampire right now in PvP, for the undeath passive and strike from shadows... The only skill that is really utilized is mist form which is just a delaying death experience. (and Shimmering Frenzy in unique cases for ganking)
Damage VS Tank = Boring
Tank VS Damage = Boring
Tank VS Tank = Even more boring
Damage VS Damage = Fun
Why would you spec for damage if the enemy isn't killable anyway, might as well playing a tank yourself and stalemate...
Also I cant believe they didnt nerf magplar bubble and corrosive and undeath passive for update 33. Insane.
TX12001rwb17_ESO wrote: »How about no, Vampires need buffs not nerfs.
Urzigurumash wrote: »
Whether you mean in PvE or you mean actual Vampire-skill using builds in PvP, I don't disagree, probably nobody here disagrees.
The issue is everybody ( except my frequent teammate @StarOfElyon ) is a Vampire in PvP because of Undeath, and only because of Undeath, and the effects of this ripple throughout the PvP ecosystem. It limits build diversity and player freedom and reduces any thematic impact of Vampirism in PvP.
StarOfElyon wrote: »
I know. I feel the pressure to join them
Urzigurumash wrote: »Here are some ideas, probably not original:
- Change Undeath to "Reduce Damage by up to X% for each Vampire ability slotted"
- Subject Undeath to 50% reduction in Battlespirit (and then buff Unnatural Movement or something)
- Remove the extra damage taken from Flame and Fighter's Guild Damage
I run Stage 4 on all classes, use Molten Whip on StamDK, so the above changes would nerf me too.
That last one should definitely happen in lieu of any other changes, both Flame Damage and Dawnbreaker are overperforming because everybody is a Vampire. If Vampires in ESO are Scion of Lamae and not Scion of Bol, and Lamae conspires with Meridia against Bol and thus Vampires can use Dawnbreaker, why does it do extra damage to Vampires?
Urzigurumash wrote: »
Whether you mean in PvE or you mean actual Vampire-skill using builds in PvP, I don't disagree, probably nobody here disagrees.
The issue is everybody ( except my frequent teammate @StarOfElyon ) is a Vampire in PvP because of Undeath, and only because of Undeath, and the effects of this ripple throughout the PvP ecosystem. It limits build diversity and player freedom and reduces any thematic impact of Vampirism in PvP.
ExistingRug61 wrote: »
Another alternative: Instead of the passive reducing health recovery, change it to reducing healing from other players (percentages could change if required).
This would be more meaningful if you are just getting vamp for passives, but wouldn't matter if you are actually using the vamp spammable skill as you can't be healed anyway (so would actually buff these players as they get their health regen back).
Urzigurumash wrote: »
Whether you mean in PvE or you mean actual Vampire-skill using builds in PvP, I don't disagree, probably nobody here disagrees.
The issue is everybody ( except my frequent teammate @StarOfElyon ) is a Vampire in PvP because of Undeath, and only because of Undeath, and the effects of this ripple throughout the PvP ecosystem. It limits build diversity and player freedom and reduces any thematic impact of Vampirism in PvP.