the1andonlyskwex wrote: »If it's just for roleplay, why do so many people seem to be against any mechanical changes for "PvE reasons"? It must be good for something
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.
I love my thematically fitting RP concepts, but if you can't balance a concept properly I'd suggest it probably shouldn't be in a game that requires balance.
WreckfulAbandon wrote: »The good news is that nerfing both undeath and DK is a popular idea at the moment. I could be convinced to back down from this position if ZOS gives sorcerer implosion passive back 💪
Pvp isn't in a all time high damage meta it's in a tank/healing meta for the few posts I've seen suggest otherwise and undeath just encourages stacking high health because the more health you have the more effective undeath will be not to mention it essentially fully mitigates the extra fire dmg taken in some scenarios
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.
huskandhunger wrote: »
Twohothardware wrote: »Vampire is part of every single PvP build now and it's stronger than ever because everyone is running high health which maximizes the benefit it provides.
If every single player in Cyrodiil was playing as a Werewolf ZOS would nerf the crap out of Werewolf.
Not - everything - is - pvp.
Yes vampire is bad for PvE most of the time, only exception is skipping ads with stage 4 vampirism. I do personally use vampire in PvE but that's because I love mist form and the idea of vampires, not the *buffs* (lel) they provide. I'm 100% on board with removing undeath if something else is given which can work well in PvE, like extra mag regen.Aranax1914 wrote: »Correct me if im wrong but isnt vampire like just straight up bad in pve anyway? Not a single pve player i know willingly goes vamp.
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)
* Increase 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
TX12001rwb17_ESO wrote: »if you remove Undeath change it to grant the vampire passive major protection and immunity to Poison and Disease status effects.
Araneae6537 wrote: »My vampire necro tank needs either to keep Undeath or removal of the penalty to health recovery.
Turtle_Bot wrote: »I wouldn't just straight up remove it or have player damage completely ignore it as that would make being a vampire nothing but detrimental in PvP while simultaneously buffing DK in PvP unless the additional flame damage taken is also removed and fighters guild skills unless their additional damage to undead/WW was also removed (destroying their theme).
I would make it into major protection all the times when vamp stage 3 or higher, and increase that to major + minor protection when below 30-40% health. This I feel would be a good compromise.
It brings the mitigation values more inline with other percentage mitigation values and ensures that it doesn't stack with the existing protection buffs while keeping with its current design theme where the closer to death the vampire is, the less damage it will take (but not to an absurd level).
This change would also mean that the vampire penalties (flame damage and FG 20% bonus damage) wouldn't just be a flat buff to DK and fighters guild skills while not being a buff to any other class or skill line.