As the title suggests im going to propose some changes I believe could really go a long way in finally balancing Undeath and health regen for an overall healthier mitigation system (pvp).
Its not a secret you want to be stage 3 vampire at all times to take advantage of the undeath passive, up to 30% mitigation based on your missing health, and we can all agree this might be the most overtuned passive in the entire game.
Before health regen got its 50% reduction through Battlespirit, there was actually a choice, Vampire + undeath or Mortal with health regen. We all know how that played out and it eventually came crashing down with the battlespirit health regen reduction, the strongest health regen sets being nerfed and lets not forget mistform. This is when the meta truely shifted towards stage 3 vampire, those who werent before now surely were.
We went from one unhealthy meta straight into the next, from 5k+ health regen to a potential 30% mitigation from undeath
Ive got some ideas on how to fix this, so lets start with Vampire. Not so much a vamp 3.0 but working with whats already there.
First i would start making the stage 4 passive, unnatural movement, part of the base vampire experience(stage 1). Reduce Sprint Cost from 50% reduction to 25% to make up for the accesability.
This passive never felt powerful enough to warrant being stage 4 for.
Move Undeath to stage 4 but reduce the strength of this passive from up to 30% down to 20%. On top of a mitigation loss you would also have to take more penalties from the Vamp stages.
For stage 3 I had the following in mind: Heal for 5% of the damage you cause (lifesteal) and bring back the old recovery passive but downgraded. This used to be 10% magic and stamina recovery at basicly zero downsides. Id suggest 5% magic and stamina regeneration since its tied to stage 3. In short this passive now exists to somewhat counter the negatives as you progress through the Stages but will not completely negate said negatives.
Stage 3 Lifesteal will stack with Vampire Lord lifesteal, combined healing for 20% of the damage you cause. This should help vampire fit the lifesteal theme more. Stage 1-4 buffs and debuffs remain the same.
Health regen:
Remove the battlespirit health regen debuff and CAP HEALTH REGEN at 2500. This, together with undeath being nerfed and stage 4 getting no health regen, should bring that choice back. Mortal for health regen, or vampire, but nowhere near as strong as before.
Edit: It might currently be too hard to reach that 2500 health regen cap, even without being vampire. One would probly need to run outdated and nerfed health regen sets to come close. Perhaps baseline health regen should get improved so its easier to reach or get close to the cap by running for example gold food items such as Orzorgas which grant health regen and gear granting a line of health regen wouldnt feel like a wasted stat.
I also think these changes give more meaning to the Vampire Stages itself since right now, its stage 3 or bust.
Possible combinations of vamp stages + health regen:
Stage 1 vampire that is purely vampire for some skills, while still being able to get good health regen (stage 1 only has 10% health regen debuff).
A vampire for Vampire skills + health regen, but no undeath or lifesteal/regen (less penality taken from vamp stages also means less benefits from vampire)
Stage 2 vampire that makes use of invis or mistform to gain the Strike from shadows passive, while having decent health regen. (stage 2 has 30% health regen debuff)
One might want to be stage 2 for the same reasons as stage 1 with added wpn/spell dmg. Still no undeath or lifesteal/regen but dmg and ok health regen.
Stage 3 vampire mixing lifesteal and being able to still get around 800 health regen, + mag/stam regen, at the cost of higher vampire stage debuffs
Stage 3 that uses health regen sets and other health regen choices to get near or at that 2k+ cap. So gets health regen + lifesteal + regen, at the cost of running a health regen build giving up potential damage sets.
Stage 4 to get Undeath, the up to 20% mitigation, but giving up on health regen completely. all your Ultimates get more expensive and arent counterbalanced by the 5% regen given at stage 3 but making your Vampire Lord transformation cheaper at stage 4, should result in the Vampire Lord ultimate getting more playtime.
Or simply not be a vampire, have no debuffs but able to get 2k+ health regen.
Greymoor Expansion introduced the current version of undeath but at the same time allowed for stupid amounts of health regen. you werent going to be a vampire stage 3 for undeath when u could have 5k+ health regen. Meaning 5k regen was far superior to undeath, around 2.5k probly strikes a balance.
People would play stage 1 Mistform builds to get the best of both worlds. Now with that version of mistform gone (no regens) and the rework coming up + my suggested cap or softcap of health regen and moving the undeath to stage 4, should finally balance undeath vs health regen, mortal vs vampire.
Thoughts?
Edited by Nser on July 26, 2023 5:20PM