Ultimately, it's all just half-assed bandaid solutions.
Make vampirism a skill line that provides one-off alternative skill options and a dedicated different playstyle if you really invest into it, but do not give it passives that reward or punish you merely for being a vampire. Yes, that also means dropping the fighter's guild bonuses or the fire damage weakness.
Do not give it must-have rewards that need to be countered by weaknesses. Those will never universally work out and were a capitally bad idea.
Literally you are going to *** every PVE build because of PVP, and if you move to stage 4 it won't matter people will still use it.
Making it a slot ability you are just gonna make it useless also, no one will give up a skill for it, neither tanks on PVE nor people in PVP.
Twohothardware wrote: »Literally you are going to *** every PVE build because of PVP, and if you move to stage 4 it won't matter people will still use it.
Making it a slot ability you are just gonna make it useless also, no one will give up a skill for it, neither tanks on PVE nor people in PVP.
If Vampire is necessary for tanking in PvE then that's even more reason it needs to be looked at. Vampirism should be more of a roleplay skill line instead of a necessity just for one passive.
Twohothardware wrote: »Literally you are going to *** every PVE build because of PVP, and if you move to stage 4 it won't matter people will still use it.
Making it a slot ability you are just gonna make it useless also, no one will give up a skill for it, neither tanks on PVE nor people in PVP.
If Vampire is necessary for tanking in PvE then that's even more reason it needs to be looked at. Vampirism should be more of a roleplay skill line instead of a necessity just for one passive.
It isn't necessary in tanking for PvE because of the skill cost and the fire damage increase. It is only RP-wise but it still majorly sucks in PvE. PvE has way longer fights and the 10-12% cost increase is a LOT (and the 10% fire damage increase), because you can have constant fights lasting 5-10 minutes.
Let's say a fight is 7.5 minutes, that's 450 seconds and with a factor of 0.8 that's 360 skills cast, with the vampire cost increase that's the same as if 403.2 skills were cast and impossible to sustain if you don't have healers running SoB and Orbs/Shards. For tanks it's even harder.
Urzigurumash wrote: »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.
As to the comment about old Vamp passives being indispensable for Tanks, I assume you are right about PvE but this was conspicuously not true in PvP largely because for quite some time the strongest "Troll Tank" was, as I alluded to in my prior comment, Trollking plus Orgnum's (plus either Beekeeper, Permafrost, or Green Pact) (and prior to this last rework to Mistform, perma-Mist was by far the strongest Troll Tank in PvP).
Panderbander wrote: »Ultimately, it's all just half-assed bandaid solutions.
Make vampirism a skill line that provides one-off alternative skill options and a dedicated different playstyle if you really invest into it, but do not give it passives that reward or punish you merely for being a vampire. Yes, that also means dropping the fighter's guild bonuses or the fire damage weakness.
Do not give it must-have rewards that need to be countered by weaknesses. Those will never universally work out and were a capitally bad idea.
If we drop the vamp weaknesses then werewolf needs to lose its poison weakness. We already give up enough by losing 95% of our passives, our back bar, and any choice of skills.
Twohothardware wrote: »Literally you are going to *** every PVE build because of PVP, and if you move to stage 4 it won't matter people will still use it.
Making it a slot ability you are just gonna make it useless also, no one will give up a skill for it, neither tanks on PVE nor people in PVP.
If Vampire is necessary for tanking in PvE then that's even more reason it needs to be looked at. Vampirism should be more of a roleplay skill line instead of a necessity just for one passive.
It isn't necessary in tanking for PvE because of the skill cost and the fire damage increase. It is only RP-wise but it still majorly sucks in PvE. PvE has way longer fights and the 10-12% cost increase is a LOT (and the 10% fire damage increase), because you can have constant fights lasting 5-10 minutes.
Let's say a fight is 7.5 minutes, that's 450 seconds and with a factor of 0.8 that's 360 skills cast, with the vampire cost increase that's the same as if 403.2 skills were cast and impossible to sustain if you don't have healers running SoB and Orbs/Shards. For tanks it's even harder.
Why is it 360 shouldnt it still be 450 lol? You can light attack 562 timea in 450 seconds and use 450 skills if you weave perfectly
Panderbander wrote: »Ultimately, it's all just half-assed bandaid solutions.
Make vampirism a skill line that provides one-off alternative skill options and a dedicated different playstyle if you really invest into it, but do not give it passives that reward or punish you merely for being a vampire. Yes, that also means dropping the fighter's guild bonuses or the fire damage weakness.
Do not give it must-have rewards that need to be countered by weaknesses. Those will never universally work out and were a capitally bad idea.
If we drop the vamp weaknesses then werewolf needs to lose its poison weakness. We already give up enough by losing 95% of our passives, our back bar, and any choice of skills.
Werewolves have their own issues to look at, and reasonings akin to 'If you change vampires, you must change werewolves' do both a disservice.
JerBearESO wrote: »Could just make undeath vs monsters and let it die as far as PvP is concerned without hurting PvE players
Dunno, I still like the idea of upping Skilled Tracker dmg to players to a RIDICULOUS level. Vamps could still rely on undeath, but one "Hunter" with silver shards could absolutely melt you in seconds, as it should be. Gives it a bit of a RP kick, useful unless someone's using fighter guild skills, and doesn't affect PVE any.
Panderbander wrote: »Dunno, I still like the idea of upping Skilled Tracker dmg to players to a RIDICULOUS level. Vamps could still rely on undeath, but one "Hunter" with silver shards could absolutely melt you in seconds, as it should be. Gives it a bit of a RP kick, useful unless someone's using fighter guild skills, and doesn't affect PVE any.
This would quite literally make both vampire and werewolf unplayable.
Panderbander wrote: »Dunno, I still like the idea of upping Skilled Tracker dmg to players to a RIDICULOUS level. Vamps could still rely on undeath, but one "Hunter" with silver shards could absolutely melt you in seconds, as it should be. Gives it a bit of a RP kick, useful unless someone's using fighter guild skills, and doesn't affect PVE any.
This would quite literally make both vampire and werewolf unplayable.
Actually, if someone wants to play a vamp or ww, then own it and die to the fighter guild. If you're just using it to hide behind a passive, then it's still useful, until someone with the counter appears. Either way, the undeath issue has a solution.
Panderbander wrote: »Panderbander wrote: »Dunno, I still like the idea of upping Skilled Tracker dmg to players to a RIDICULOUS level. Vamps could still rely on undeath, but one "Hunter" with silver shards could absolutely melt you in seconds, as it should be. Gives it a bit of a RP kick, useful unless someone's using fighter guild skills, and doesn't affect PVE any.
This would quite literally make both vampire and werewolf unplayable.
Actually, if someone wants to play a vamp or ww, then own it and die to the fighter guild. If you're just using it to hide behind a passive, then it's still useful, until someone with the counter appears. Either way, the undeath issue has a solution.
That's not a viable solution in any way. Vampire is a meme used for a passive and 2-3 abilities, and werewolf is so easily killed already that the more common term for it is "free AP" (while cutting you off from your entire class). Roleplay has no role in balancing PvP, and I say that as a PVPer that sometimes roleplays.
Panderbander wrote: »Why would one bother with undeath in PvE? It seems like it would be completely wasted in 99% of encounters, and actively work against you when it comes to sustain unless you're using vampire abilities.
Tyrant_Tim wrote: »Panderbander wrote: »Why would one bother with undeath in PvE? It seems like it would be completely wasted in 99% of encounters, and actively work against you when it comes to sustain unless you're using vampire abilities.
You don’t in PvE endgame, it’s useless because at 33k resistance, you don’t have survivability problems on any tank, with any class.
That being said, if people enjoy it for their roleplay, that’s something different entirely.
the1andonlyskwex wrote: »Tyrant_Tim wrote: »Panderbander wrote: »Why would one bother with undeath in PvE? It seems like it would be completely wasted in 99% of encounters, and actively work against you when it comes to sustain unless you're using vampire abilities.
You don’t in PvE endgame, it’s useless because at 33k resistance, you don’t have survivability problems on any tank, with any class.
That being said, if people enjoy it for their roleplay, that’s something different entirely.
“If it's just for roleplay…”
Panderbander wrote: »Why would one bother with undeath in PvE? It seems like it would be completely wasted in 99% of encounters, and actively work against you when it comes to sustain unless you're using vampire abilities.
Tyrant_Tim wrote: »the1andonlyskwex wrote: »Tyrant_Tim wrote: »Panderbander wrote: »Why would one bother with undeath in PvE? It seems like it would be completely wasted in 99% of encounters, and actively work against you when it comes to sustain unless you're using vampire abilities.
You don’t in PvE endgame, it’s useless because at 33k resistance, you don’t have survivability problems on any tank, with any class.
That being said, if people enjoy it for their roleplay, that’s something different entirely.
“If it's just for roleplay…”
That’s just it, ESO has role-play in its genre so it’s incredibly difficult to write off role-play as a variable that goes into any changes of the game.
That passive is part of their undying vampire fantasy, so until ZOS gives a better more unique alternative to fulfill it, you’re going to see the same players defend Undeath.