sh4d0wh4z3 wrote: »How would moving it to stage 4 affect anything? From what I understand, health recovery is pretty useless in PvP, and health recovery is already low enough at stage 3 for it to be insignificant. All I see this doing is adding an extra 7% damage for DKs due to the flame damage debuff, and allowing for an easier escape for players since they can just take advantage of unnatural movement.
Twohothardware wrote: »sh4d0wh4z3 wrote: »How would moving it to stage 4 affect anything? From what I understand, health recovery is pretty useless in PvP, and health recovery is already low enough at stage 3 for it to be insignificant. All I see this doing is adding an extra 7% damage for DKs due to the flame damage debuff, and allowing for an easier escape for players since they can just take advantage of unnatural movement.
Stage 4 would cause you to take an extra 7% flame damage and have another 4% increase cost in skills. But that may not be enough to balance Undeath as a passive. Right now it's just not balanced at all being that everyone takes it.
Panderbander wrote: »Vampire stage cost increases and flame damage taken in no way balance the sheer amount of survivability offered by Undeath. It is incredibly frustrating to get a target down to 5-10% HP, spam executes, and they don't die. Usually, a few moments later they're reset and the fight just drags on.
I personally like the idea of tying the damage mitigation to the number of vampire abilities on your bar... Could do up to 5% mitigation per vampire ability meaning if you really want that 30% reduction you have to slot ALL vampire abilities.
the1andonlyskwex wrote: »Just change Vampire's extra flame damage taken into extra damage taken of all types. It would help balance both Undeath and DKs at the same time.
Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
Twohothardware wrote: »Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
This would not change everyone needing to run Vampire to be competitive. Undeath either needs a bigger penalty to balance it out or they need to do as some others suggested with tie the damage reduction to you having vampire skills slotted.
With werewolf you use all werewolf skills. Vampire needs to be more along those lines.
Twohothardware wrote: »Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
This would not change everyone needing to run Vampire to be competitive. Undeath either needs a bigger penalty to balance it out or they need to do as some others suggested with tie the damage reduction to you having vampire skills slotted.
With werewolf you use all werewolf skills. Vampire needs to be more along those lines.
PvP needs undeath right now because damage is at its all time high. But I agree undeath is offering too much mitigation.
However I suggest you to give it a try without undeath and you will see how fast you get nuked.
Werewolves have no other way but to use their skills but vamps are not desined that way. two different things with their own unique playstyle and you cant push them in the same balance filter. if so then I can say why should you be able to use Sword and shield and get the block mitigation passive without snb Skills, but this is how the game is desined.
Vamp has cost penalty and health recovery penalty that affect everyone but the fire damage one is a huge bonus that dk benefits the most. All I'm saying is 13% free damage is too much and its one of the reasons dk can go more defense and still be fine. also the reason that sets like Red Mountain and Way of the Fire are getting popular.
let me explain it in a simple way now:
if against fire damage=> 30% mitigation= +13%damage taken,+8%cost,-60%Health recovery
if not against fire damage=> 30% mitigation= +8%cost,-60%Health recovery
its a huge difference, its a major berserk and a half minor berserk difference.
what I'm suggesting is:
if against fire damage=> 20% mitigation= +3%damage taken,+8%cost,-60%Health recovery
if not against fire damage=> 20% mitigation= +8%cost,-60%Health recovery
instead of increasing overall penalty=> we can reduce a penalty that benefits one class the most and reduce the reward of undeath.
the1andonlyskwex wrote: »Twohothardware wrote: »Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
This would not change everyone needing to run Vampire to be competitive. Undeath either needs a bigger penalty to balance it out or they need to do as some others suggested with tie the damage reduction to you having vampire skills slotted.
With werewolf you use all werewolf skills. Vampire needs to be more along those lines.
PvP needs undeath right now because damage is at its all time high. But I agree undeath is offering too much mitigation.
However I suggest you to give it a try without undeath and you will see how fast you get nuked.
Werewolves have no other way but to use their skills but vamps are not desined that way. two different things with their own unique playstyle and you cant push them in the same balance filter. if so then I can say why should you be able to use Sword and shield and get the block mitigation passive without snb Skills, but this is how the game is desined.
Vamp has cost penalty and health recovery penalty that affect everyone but the fire damage one is a huge bonus that dk benefits the most. All I'm saying is 13% free damage is too much and its one of the reasons dk can go more defense and still be fine. also the reason that sets like Red Mountain and Way of the Fire are getting popular.
let me explain it in a simple way now:
if against fire damage=> 30% mitigation= +13%damage taken,+8%cost,-60%Health recovery
if not against fire damage=> 30% mitigation= +8%cost,-60%Health recovery
its a huge difference, its a major berserk and a half minor berserk difference.
what I'm suggesting is:
if against fire damage=> 20% mitigation= +3%damage taken,+8%cost,-60%Health recovery
if not against fire damage=> 20% mitigation= +8%cost,-60%Health recovery
instead of increasing overall penalty=> we can reduce a penalty that benefits one class the most and reduce the reward of undeath.
The problem with just reducing both Undeath and the flame damage taken by the same amount is that Vampire would still be essentially mandatory. After your proposed change, a Vampire still takes 17% less flame damage than a mortal at low health, and they would only take 3% more flame damage than a mortal at moderate-to-high health. At least on live the penalty has some bite against DKs, while your change would basically make Vampire have even less downside than it currently does.
Replacing extra flame damage taken with extra damage taken of all types would create a situation where Vampires would require much closer to the same amount of damage to kill as mortals, without favoring the flame damage class. There would still be a benefit to being a Vampire because Undeath would help protect against executes, but at least then the penalty would be enough to make being mortal viable in comparison. Basically, it would just make other classes as effective against Vampires as DKs already are, nothing more.
emilyhyoyeon wrote: »I'd rather not see vampirism lose the fire damage debuff without getting something lore-wise to make up for it. Fire/sun damage is a big part of them.
Maybe extra fire damage taken only counts from fire damage caused by non-players, and then rebalance the other numbers around that.
Twohothardware wrote: »Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
This would not change everyone needing to run Vampire to be competitive. Undeath either needs a bigger penalty to balance it out or they need to do as some others suggested with tie the damage reduction to you having vampire skills slotted.
With werewolf you use all werewolf skills. Vampire needs to be more along those lines.
PvP needs undeath right now because damage is at its all time high. But I agree undeath is offering too much mitigation.
However I suggest you to give it a try without undeath and you will see how fast you get nuked.
Werewolves have no other way but to use their skills but vamps are not desined that way. two different things with their own unique playstyle and you cant push them in the same balance filter. if so then I can say why should you be able to use Sword and shield and get the block mitigation passive without snb Skills, but this is how the game is desined.
Vamp has cost penalty and health recovery penalty that affect everyone but the fire damage one is a huge bonus that dk benefits the most. All I'm saying is 13% free damage is too much and its one of the reasons dk can go more defense and still be fine. also the reason that sets like Red Mountain and Way of the Fire are getting popular.
let me explain it in a simple way now:
if against fire damage=> 30% mitigation= +13%damage taken,+8%cost,-60%Health recovery
if not against fire damage=> 30% mitigation= +8%cost,-60%Health recovery
its a huge difference, its a major berserk and a half minor berserk difference.
what I'm suggesting is:
if against fire damage=> 20% mitigation= +3%damage taken,+8%cost,-60%Health recovery
if not against fire damage=> 20% mitigation= +8%cost,-60%Health recovery
instead of increasing overall penalty=> we can reduce a penalty that benefits one class the most and reduce the reward of undeath.
Panderbander wrote: »Oh my, is dk overperforming in pvp and also undeath mitigation is too much?
Could we maybe.. reduce undeath mitigation to 20% and reduce flame damage taken to 3%. its so simple guys dont make it look so complicated.
It's also entirely possible that a lot of the DK overperformance in PVP is tied to Undeath as well, particularly considering that their burst heal is tied to missing health, and Undeath provides a buffer allowing them to sit at lower HP more consistently.
emilyhyoyeon wrote: »I'd rather not see vampirism lose the fire damage debuff without getting something lore-wise to make up for it. Fire/sun damage is a big part of them.
Maybe extra fire damage taken only counts from fire damage caused by non-players, and then rebalance the other numbers around that.
Give back magicka regen as vampires are master of the arcane mostly.