At this point I can't wait for the future patches to see what else can be taken from vampires and what new penalties can be added. It takes some creativity to further ruin something that's already nigh unplayable.
At this point I can't wait for the future patches to see what else can be taken from vampires and what new penalties can be added. It takes some creativity to further ruin something that's already nigh unplayable.
Mesmerize: Decrease the duration of this skill and its morphs from 5 seconds down to 3 seconds, to be closer in line with other stun skills.
- Hypnosis: This skill now targets up to 2 enemies, instead of everyone around you.
- Stupefy: Removed the snare from this morph. Instead, it increases the duration of the stun by 0.5 seconds per rank, up to 5 seconds.
(:
But seriously, I've never even seen anyone mention that this skill exists. We joke how bad Drain is, but Mesmerize is not even worth a joke.
At this point I can't wait for the future patches to see what else can be taken from vampires and what new penalties can be added. It takes some creativity to further ruin something that's already nigh unplayable.
Mesmerize: Decrease the duration of this skill and its morphs from 5 seconds down to 3 seconds, to be closer in line with other stun skills.
- Hypnosis: This skill now targets up to 2 enemies, instead of everyone around you.
- Stupefy: Removed the snare from this morph. Instead, it increases the duration of the stun by 0.5 seconds per rank, up to 5 seconds.
(:
But seriously, I've never even seen anyone mention that this skill exists. We joke how bad Drain is, but Mesmerize is not even worth a joke.
xylena_lazarow wrote: »Most every competitive player running vamp is doing it solely for the near-free Pariah 5pc that is Undeath, probably the most broken op passive in any skill line in the entire game.
Sorry I should've specified that my experience is based on the CP Cyro meta, haven't been in BGs in a while, and it's been even longer since I've randomly found myself 1v1 against a pro dueler mdk in Cyro. The overall frequency of fire damage in Cyro is currently pretty low, Fighters Guild and Dawnbreaker even lower (lol cast times). My solo damage sdk runs minimal sustain investment and still gives up no damage for Stage 3. Oh, what about giving up HP regen? Yea another lol.SkaraMinoc wrote: »Is Undeath strong? Yes. Is it worth going Vampire Stage 3 just for Undeath in PvP? Yes. Is it broken? No. Also, let's not forget those 10k molten whip crits you'll be taking even with 2k+ critical resistance.
xylena_lazarow wrote: »Sorry I should've specified that my experience is based on the CP Cyro meta, haven't been in BGs in a while, and it's been even longer since I've randomly found myself 1v1 against a pro dueler mdk in Cyro. The overall frequency of fire damage in Cyro is currently pretty low, Fighters Guild and Dawnbreaker even lower (lol cast times). My solo damage sdk runs minimal sustain investment and still gives up no damage for Stage 3. Oh, what about giving up HP regen? Yea another lol.SkaraMinoc wrote: »Is Undeath strong? Yes. Is it worth going Vampire Stage 3 just for Undeath in PvP? Yes. Is it broken? No. Also, let's not forget those 10k molten whip crits you'll be taking even with 2k+ critical resistance.
I guess we disagree on this part, but to me if the only reason to be vamp is a passive that makes you tanky, and it's so strong that it alone outweighs all the drawbacks, then that passive is busted while the rest of the kit is badly underpowered (occasional degenerate one shot build aside).
Or remove the inexcusable cast time from Dawnbreaker and un-nerf HP regen (to a reasonable extent this time).Then clearly we need to "buff"' the flame damage taken back to how it used to be. Stage 3 before the rework had vampires take 20% more flame damage despite Undeath being more of an execution ability protection passive, and a pretty meh one at that.
xylena_lazarow wrote: »Or remove the inexcusable cast time from Dawnbreaker and un-nerf HP regen (to a reasonable extent this time).Then clearly we need to "buff"' the flame damage taken back to how it used to be. Stage 3 before the rework had vampires take 20% more flame damage despite Undeath being more of an execution ability protection passive, and a pretty meh one at that.
At this point I can't wait for the future patches to see what else can be taken from vampires and what new penalties can be added. It takes some creativity to further ruin something that's already nigh unplayable.
Mesmerize: Decrease the duration of this skill and its morphs from 5 seconds down to 3 seconds, to be closer in line with other stun skills.
- Hypnosis: This skill now targets up to 2 enemies, instead of everyone around you.
- Stupefy: Removed the snare from this morph. Instead, it increases the duration of the stun by 0.5 seconds per rank, up to 5 seconds.
(:
But seriously, I've never even seen anyone mention that this skill exists. We joke how bad Drain is, but Mesmerize is not even worth a joke.
I don't like that change to make the stun last shorter then remove the snare on Stupefy. All that skill needs to make it actually good and worthwhile is the removal of the looking at you rule, or a redesign of what looking at you entails.
I suggested in the past making it so the stun will stun anyone in the AoE, but it only becomes an unblockable stun when the target is looking at you. Keeps the flavor of the ability and makes it far more useful.