Panderbander 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.
To your points:
PvP is doable without Undeath. Every werewolf out there does it while taking 25% more damage from poison with the only damage mitigation coming from one morph of the transformation, and only 10% at that. Even outside of that as a human it's still doable; I dropped Undeath a long while back on my human builds and still PvP just fine. It's just forced me to quit playing sloppy because I no longer had a crutch to save me.
One Hand and Shield skill line still requires you to be using a One Hand and Shield to benefit from its passives. Swap bars away from it and those passives go away. That isn't a fair comparison.
Finally, the argument being made here is that Undeath gives far too much benefit compared the cost of the benefit given. Reducing the cost and benefit to similar degrees will only serve to perpetuate the same problem. Further, balancing against a single class is a poor way to balance. Nerfing Undeath isn't a DK buff. DK isn't the only class capable of fire damage.
Having a passive completely negate one of the downsides of the skill line that it came from is frankly asinine.
emilyhyoyeon wrote: »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.
You mean give it to them in general or as a replacement for changing one of their current buffs/debuffs?
The only thing that worries me about something like magicka regen is that I don't think vampirism should be something tempting to have unless you want your character to actually play as a vampire. Something like regen is desirable, especially in PVP, not so much PVE anymore afaik.
Before the Greymoor rework, vampirism gave magicka and stamina regen and being a vampire was required (in terms of meta), especially for tanks. That was so meh.
I feel like this issue can be avoided if they tie the passives to how many skills slotted, like Mages and Fighters Guild. Like 2% mag and stam regen per skill slotted. If Undeath stays, X% damage reduction under whatever missing HP per skill slotted. Etc etc. Might cause balancing issues somewhere else though, idk.
But this way, you get vampire benefits when playing as a vampire. This should probably apply to the debuffs as well, with only flat tiny percentage debuffs at stage 1 with no skills slotted. ex. 2% fire damage taken at stage 1 with no skills slotted
I have one character who's a vampire and she stays at stage 1 for rp reasons. I want her to have some effects of being one. It was sad enough when they reversed feeding with the rework.
Panderbander 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.
To your points:
PvP is doable without Undeath. Every werewolf out there does it while taking 25% more damage from poison with the only damage mitigation coming from one morph of the transformation, and only 10% at that. Even outside of that as a human it's still doable; I dropped Undeath a long while back on my human builds and still PvP just fine. It's just forced me to quit playing sloppy because I no longer had a crutch to save me.
One Hand and Shield skill line still requires you to be using a One Hand and Shield to benefit from its passives. Swap bars away from it and those passives go away. That isn't a fair comparison.
Finally, the argument being made here is that Undeath gives far too much benefit compared the cost of the benefit given. Reducing the cost and benefit to similar degrees will only serve to perpetuate the same problem. Further, balancing against a single class is a poor way to balance. Nerfing Undeath isn't a DK buff. DK isn't the only class capable of fire damage.
Having a passive completely negate one of the downsides of the skill line that it came from is frankly asinine.
emilyhyoyeon wrote: »You mean give it to them in general or as a replacement for changing one of their current buffs/debuffs?
JerBearESO wrote: »They need to rethink the buff AND the flame damage penalty. Being specifically affected by flame may be roleplay healthy but not gameplay healthy, as it simply creates an advantage for DK. It has little effect otherwise. So:
Penalty = up to 10% damage taken from all sources at stage 4, based on your current health. This has most effect at full health and goes down as your health does.
Undeath = up to 20% damage reduction based on missing health below 50%, stage 4 passive.
Result is vamps live closer to death but it's harder to actually get them there, but in a more balanced way across the board.
While we're at it, we non roleplay people would appreciate a way to lock in the vamp stage....
Remathilis wrote: »Delete vampire and werewolf from the game. Make vampire a skin and werewolf a polymorph. They have nerfed them down to having one viable use outside of RP and the community is hellbent on getting rid of that too.
They are useless in group content, a liability in trials, and only useful in tanky PvP builds. If you nerf that, just make them cosmetic.
Urzigurumash wrote: »Remathilis wrote: »Delete vampire and werewolf from the game. Make vampire a skin and werewolf a polymorph. They have nerfed them down to having one viable use outside of RP and the community is hellbent on getting rid of that too.
They are useless in group content, a liability in trials, and only useful in tanky PvP builds. If you nerf that, just make them cosmetic.
Seems you agree with PvPers: Vampire needs adjustments.
Remathilis wrote: »Urzigurumash wrote: »Remathilis wrote: »Delete vampire and werewolf from the game. Make vampire a skin and werewolf a polymorph. They have nerfed them down to having one viable use outside of RP and the community is hellbent on getting rid of that too.
They are useless in group content, a liability in trials, and only useful in tanky PvP builds. If you nerf that, just make them cosmetic.
Seems you agree with PvPers: Vampire needs adjustments.
I would gladly sacrifice Undeath for major buffs to most of the vampire skills. But that ain't happening so as far as I am concerned, turning it into a cosmetic fixes everyone's concerns.
propertyOfUndefined wrote: »I would give undeath the pale order treatment instead of what it is today. Remove all outside sources of healing, but grant a heal based on damage done. I think something like this works thematically and promotes more of a lone wolf play style for vampires, at the cost of benefitting from cross heals in group pvp.
propertyOfUndefined wrote: »I would give undeath the pale order treatment instead of what it is today. Remove all outside sources of healing, but grant a heal based on damage done. I think something like this works thematically and promotes more of a lone wolf play style for vampires, at the cost of benefitting from cross heals in group pvp.
This would be the simplest fix as it would most closely mimic the original intent of the trade-off, lower passive healing for more Damage Reduction. I don't think it would even be too far to tie it to slotted skills either, especially the heal based on damage. Could provide a trade-off, keep your bar space but lose out on heals like Vamps used to lose out on troll king or use bar slots to compensate.
Not - everything - would - have - an - effect - on - pve.
There have been many changes suggested which would have zero effect on pve,
and your response to -all of them- has been
"not everything is pvp".
This gives the impression that your real problem is it would have an effect on you in pvp.
Not - everything - would - have - an - effect - on - pve.
There have been many changes suggested which would have zero effect on pve,
and your response to -all of them- has been
"not everything is pvp".
This gives the impression that your real problem is it would have an effect on you in pvp.
What do you mean no effect in PvE?
The comments I responded to said:
* Remove Vampirism altogether, only make it a skin
* Change the 10% flame damage taken to 10% damage in general taken (which affects PvE)
* Incease non-player fire damage sources (i.e. PvE sources)
* Remove all outside sources of healing meaning you can't do any form of PvE content which isn't a normal dungeon
There was also one which did say to reduce undeath to 20% where I did responde to also buff another aspect of being a vamp, either a skill or something.
I only respond to the worst of the comments which do have an effect in PvE. And I don't PvP anymore because the community is one of the worst ones I ever saw in a game with broken builds which don't make it fun at all unless you cheeze it make it bad for everyone else.
Edit:
The most of the ones I did not respond to were genuinely okay so there was no need to call it out.