usmcjdking wrote: »How Undeath has been allowed to survive 9 years past balance checks is absolutely laughable.
Tyrant_Tim wrote: »If Undeath required a Vampire ability slotted to work, it would make Vampire a build choice rather than a necessity for any build.
usmcjdking wrote: »How Undeath has been allowed to survive 9 years past balance checks is absolutely laughable.
El_Borracho wrote: »Just because a lot of PVP players use Undeath does not make it OP. Its a nice passive that gives survivability, available to everyone, and is not class specific. And people are still dying despite being a Vampire.
The Vampire skill line for all of its existence has been almost universally a PVP skill line. Its had its very, very brief moments of utility in PVE (i.e. Blood for Blood) but its a PVP skill line. Stealth and resistance are countered by skill cost and vulnerability to fire. If you remove the resistance, why would anyone play as a Vampire?
Undeath should be weaker or they should lock fighter's guild skill tree for wampires and werewolfs. This way people will have too choose. Because right now not being vampire is just being worst in pvp. With some downsides and lose of Dawnbreaker some people will think did i need survival over good chunk of damage ultimate. If passive is not op then why 90% of pvp players use it. Ok vampire have downsides too but with current game and sets this downsides are too easy to counter. Game need some choose in few categories similiar problem is with dk invicibility with infiniti armor penetration. I know people want to do eveything , i want too but this thing just not healthy for game and whole balance.
Tyrant_Tim wrote: »If Undeath required a Vampire ability slotted to work, it would make Vampire a build choice rather than a necessity for any build.
one ability on each slot will not solve the problem, the new mist is used quite often, like the ultimate, the problem of vampirism is that this branch was originally built as an addition to class and weapon skills, and not as an independent branch where you have to smear yourself with vampire abilities, to get the maximum bonus for example from undeath passive, 6%/12%/18%/... max protection with min hp from each vampire skill on your panel,and with the current abilities and their synergy with each other, no one will do this, especially some like vampiric drain are completely useless
usmcjdking wrote: »How Undeath has been allowed to survive 9 years past balance checks is absolutely laughable.
Tyrant_Tim wrote: »If Undeath required a Vampire ability slotted to work, it would make Vampire a build choice rather than a necessity for any build.
one ability on each slot will not solve the problem, the new mist is used quite often, like the ultimate, the problem of vampirism is that this branch was originally built as an addition to class and weapon skills, and not as an independent branch where you have to smear yourself with vampire abilities, to get the maximum bonus for example from undeath passive, 6%/12%/18%/... max protection with min hp from each vampire skill on your panel,and with the current abilities and their synergy with each other, no one will do this, especially some like vampiric drain are completely useless
Actually when vampire was first made it was made specifically for the passives. The only abilities were mist form and vampire drain and then the bat swarm ultimate. They reworked it in Greymoor and that's when it became a complete skill line adding the spammable, vamp drain and fear. Also undeath has only been as strong as it is now since then too, as it only kicked in under 50% health back then so it hasn't been op for 9 years like people are saying. Nobody really ran vampire until they nerfed health recovery then undeath was peoples answer to losing the passive defense it provided. Honestly i think if they just reverted the nerfs to health recovery and adjusted sets like alessian and changed undeath back to only scaling under 50% we would be in a lot better place overall.
Tyrant_Tim wrote: »If Undeath required a Vampire ability slotted to work, it would make Vampire a build choice rather than a necessity for any build.
one ability on each slot will not solve the problem, the new mist is used quite often, like the ultimate, the problem of vampirism is that this branch was originally built as an addition to class and weapon skills, and not as an independent branch where you have to smear yourself with vampire abilities, to get the maximum bonus for example from undeath passive, 6%/12%/18%/... max protection with min hp from each vampire skill on your panel,and with the current abilities and their synergy with each other, no one will do this, especially some like vampiric drain are completely useless
Actually when vampire was first made it was made specifically for the passives. The only abilities were mist form and vampire drain and then the bat swarm ultimate. They reworked it in Greymoor and that's when it became a complete skill line adding the spammable, vamp drain and fear. Also undeath has only been as strong as it is now since then too, as it only kicked in under 50% health back then so it hasn't been op for 9 years like people are saying. Nobody really ran vampire until they nerfed health recovery then undeath was peoples answer to losing the passive defense it provided. Honestly i think if they just reverted the nerfs to health recovery and adjusted sets like alessian and changed undeath back to only scaling under 50% we would be in a lot better place overall.
I remember that time when you could cast vampire drain and stun through a rolldodge, it was fun. But, this is the whole problem, even after rebalancing they made a whole branch, but could not make good abilities, with synergy among themselves, it just looks more like a set of skills, as I said, to plug the shortcomings, or win back through the undeath passive. You say that there is no longer a possibility for good survivability in view of the nerf of the alternative to health regeneration, but this will mean that others will also not be able to play on a conditional DK with a ton of damage from their own class abilities, and at the same time have extra big survivability, as in me, passives like this should be more orientired for those who want to play specifically for the vampire, and not for the sake of his resistance passive, with all or most of his abilities, which of course need to be reworked, and at the same time, with this approach, it will be much easier to balance the vampire branch. Maybe then there won't be players who can outlive the zerg and still deal tons of damage, in fact, if no one has a strong version of this passive other than vampire skill oriented players, then nothing much will change, those who die easily will die and further, on the other hand, other can no longer to play on tanks with broken damage builds, then it will no longer be possible to deal tons of damage and at the same time overcome the defense cap, or turn duels between strong players into an endless brawl for unknown hours, because due to the huge survivability of both, they cannot simply kill each other, but at the same time, players with weaker classes and builds will only be incinerated from a couple of hits, without being able to defeat them
techprince wrote: »Undeath should be halved.
MindOfTheSwarm wrote: »Simple fix.
Flame Damage and Fighter’s Guild abilities ignore Undeath passive.
Just put undeath at stage 4, and move stage 4 to stage three passives.
Easy, everyone wins, vampire keeps its identity.