Twohothardware wrote: »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.
Vampire shouldn't be a free source of damage mitigation in PvP because it forces everyone to be a vampire to be competitive. Any damage mitigation should be tied to running Vampire skills.
gariondavey wrote: »Why not major protection below 30 or 40 percent hp?
IMHO vampires should be turned into a separate faction. Werewolves as well probably. It does not make sense to have hordes of vampires fighting each other on behalf of kings and queens of mortal realms.
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.
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.
Also that quote was taken out of context. I responded to utterly bad comments which were nerfs for PvE and PvP. I did say at the bottom of the taken quote that I didn't respond to comments which were okay. Here is another quote from the same commend: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
Edit/Rand: (not to you, to ESO/ZOS) and which game/world have you every heard of vampires having *less* vitality, usually it's sure they get increased flame/holy damage but they can very much so regenerate way faster. I'm not saying get free health regen but the skills which disable healing altogether are such a bad design idea especially after the nerfs you got. Like, GG, only templars in normal dungeons can run it now.
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.
IMHO vampires should be turned into a separate faction. Werewolves as well probably. It does not make sense to have hordes of vampires fighting each other on behalf of kings and queens of mortal realms.
Definitely not every single PvP build has undead, nothing is used by every single PvP build, most players in PvP are zerglings that have no clue what they are doing. I have multiple PvP chars without vampire and also know other players not using it.
CameraBeardThePirate wrote: »Definitely not every single PvP build has undead, nothing is used by every single PvP build, most players in PvP are zerglings that have no clue what they are doing. I have multiple PvP chars without vampire and also know other players not using it.
You're right - the players that don't know any better aren't running vampire. The ones that do, are. That's still a problem.
Panderbander wrote: »When every build is a vampire the meta is fine and lasts for years, but when less than half the builds are werewolf it needs to be nerfed in three different ways for a single HP recovery build.
Clearly Undeath is good and balanced.
Bushido2513 wrote: »Panderbander wrote: »When every build is a vampire the meta is fine and lasts for years, but when less than half the builds are werewolf it needs to be nerfed in three different ways for a single HP recovery build.
Clearly Undeath is good and balanced.
To be fair one is all about taking damage with an offensive that shows up in various ways.
With ww it was just too obvious when this alt was taking no damage and still getting kills.
Optics is definitely a thing.
Panderbander wrote: »Bushido2513 wrote: »Panderbander wrote: »When every build is a vampire the meta is fine and lasts for years, but when less than half the builds are werewolf it needs to be nerfed in three different ways for a single HP recovery build.
Clearly Undeath is good and balanced.
To be fair one is all about taking damage with an offensive that shows up in various ways.
With ww it was just too obvious when this alt was taking no damage and still getting kills.
Optics is definitely a thing.
Doesn't change the fact of the matter.
DrNukenstein wrote: »I'd rather see what ideas they can come up with to make staying human or going WW competitive with vampirism. I don't believe this passive overperforms, it's that it overperforms relative to its opportunity cost (you only have to look a little bit shriveled)
Something like permanent brut/sorc for all werewolves even in human form just as a passive that you have all the time along with some other passives that benefit human form.
or a new tree of mortal only skills/passives that gives you really nice things to have in PVP. Like a passive that gives you a bloodthirsty trait and a half worth of execute scaling damage, or ~10% crit resist, or a detect skill that gives you the detect pot effect for 5 seconds. #Makemortalsgreatagain
DrNukenstein wrote: »I'd rather see what ideas they can come up with to make staying human or going WW competitive with vampirism. I don't believe this passive overperforms, it's that it overperforms relative to its opportunity cost (you only have to look a little bit shriveled)
Something like permanent brut/sorc for all werewolves even in human form just as a passive that you have all the time along with some other passives that benefit human form.
or a new tree of mortal only skills/passives that gives you really nice things to have in PVP. Like a passive that gives you a bloodthirsty trait and a half worth of execute scaling damage, or ~10% crit resist, or a detect skill that gives you the detect pot effect for 5 seconds. #Makemortalsgreatagain
It hasn't helped that the battle spirit change that nerfed health recovery for PvP made going vampire more of an obvious choice. And if I remember correctly, its ironic because the health recovery nerf was originally meant to combat troll tanks abusing all the new and buffed overloaded health recovery sets, so instead of toning down the extreme cases and doing something about the strategic recovery, they decided to ruin health recovery for everybody else in PvP. This was also an indirect buff for pressure builds.
Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
Yup ,only damage mitigation from vampire should be his mist form or maybe change one of ability to second defense skill that grant major protection somehow but remove this unbalanced thing that destroy whole pvp. Vampire need too choose if i want Dawnbreaker ultimate than i can't be vampire.
Panderbander wrote: »When every build is a vampire the meta is fine and lasts for years, but when less than half the builds are werewolf it needs to be nerfed in three different ways for a single HP recovery build.
Clearly Undeath is good and balanced.
DrNukenstein wrote: »I'd rather see what ideas they can come up with to make staying human or going WW competitive with vampirism. I don't believe this passive overperforms, it's that it overperforms relative to its opportunity cost (you only have to look a little bit shriveled)
Something like permanent brut/sorc for all werewolves even in human form just as a passive that you have all the time along with some other passives that benefit human form.
or a new tree of mortal only skills/passives that gives you really nice things to have in PVP. Like a passive that gives you a bloodthirsty trait and a half worth of execute scaling damage, or ~10% crit resist, or a detect skill that gives you the detect pot effect for 5 seconds. #Makemortalsgreatagain
Bushido2513 wrote: »DrNukenstein wrote: »I'd rather see what ideas they can come up with to make staying human or going WW competitive with vampirism. I don't believe this passive overperforms, it's that it overperforms relative to its opportunity cost (you only have to look a little bit shriveled)
Something like permanent brut/sorc for all werewolves even in human form just as a passive that you have all the time along with some other passives that benefit human form.
or a new tree of mortal only skills/passives that gives you really nice things to have in PVP. Like a passive that gives you a bloodthirsty trait and a half worth of execute scaling damage, or ~10% crit resist, or a detect skill that gives you the detect pot effect for 5 seconds. #Makemortalsgreatagain
It hasn't helped that the battle spirit change that nerfed health recovery for PvP made going vampire more of an obvious choice. And if I remember correctly, its ironic because the health recovery nerf was originally meant to combat troll tanks abusing all the new and buffed overloaded health recovery sets, so instead of toning down the extreme cases and doing something about the strategic recovery, they decided to ruin health recovery for everybody else in PvP. This was also an indirect buff for pressure builds.
Health recovery was just a bad mechanic or at least tricky to balance. Too much and you have troll tanks and werewolves, too little and it's not really worth building into.
With the game being so defensive as is I really don't want to see more defensive options.
Vamp should just be changed to a named buff. Or even give X percent mitigation per stage starting at stage 2 and change the penalty costs to be more in line with the abundance of recovery the game now offers.
The extra defense wouldn't be so bad because it would be only for non vampires that don’t have undead.
Making templar dmg also higher vs vampires, vampire could be better defense against burst and mortal better defense against pressure. And fighters guild dmg also should be 20-40% higher, not just 10%(actually 9% because dimishing return)
Bushido2513 wrote: »Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
It's pretty clear that they don't want vampire or ww to be a thing in any kind of real PvE content. They both seem to have been steered towards straight up rp or pvp options if anything though I rarely see ww in any content and well vampire is on pretty much every PVP build..
To me it actually sort of makes sense being that pvp has fewer options in general than PvE or at least tends to already see more noticeable nerfs than PvE.
Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
It's pretty clear that they don't want vampire or ww to be a thing in any kind of real PvE content. They both seem to have been steered towards straight up rp or pvp options if anything though I rarely see ww in any content and well vampire is on pretty much every PVP build..
To me it actually sort of makes sense being that pvp has fewer options in general than PvE or at least tends to already see more noticeable nerfs than PvE.
I think it’s good that vampire isn’t meta for PVE. Ideally it offers a variation or different play style that people choose because they want to play a particular character as a vampire, and never because they feel they must. I would never make most of my characters vampires, but the characters in Greymoor made me interested in creating one. It would be nice if it were not entirely downsides in group PVE.
Bushido2513 wrote: »Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
It's pretty clear that they don't want vampire or ww to be a thing in any kind of real PvE content. They both seem to have been steered towards straight up rp or pvp options if anything though I rarely see ww in any content and well vampire is on pretty much every PVP build..
To me it actually sort of makes sense being that pvp has fewer options in general than PvE or at least tends to already see more noticeable nerfs than PvE.
I think it’s good that vampire isn’t meta for PVE. Ideally it offers a variation or different play style that people choose because they want to play a particular character as a vampire, and never because they feel they must. I would never make most of my characters vampires, but the characters in Greymoor made me interested in creating one. It would be nice if it were not entirely downsides in group PVE.
All of my 18 characters are vampires because I mostly only PVP and just go to vamp one for PvE though I suppose I should try using the build station.
But yeah when you say it like that I'm really glad it isn't meta for PvE as well. My brain couldn't process that
Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
It's pretty clear that they don't want vampire or ww to be a thing in any kind of real PvE content. They both seem to have been steered towards straight up rp or pvp options if anything though I rarely see ww in any content and well vampire is on pretty much every PVP build..
To me it actually sort of makes sense being that pvp has fewer options in general than PvE or at least tends to already see more noticeable nerfs than PvE.
I think it’s good that vampire isn’t meta for PVE. Ideally it offers a variation or different play style that people choose because they want to play a particular character as a vampire, and never because they feel they must. I would never make most of my characters vampires, but the characters in Greymoor made me interested in creating one. It would be nice if it were not entirely downsides in group PVE.
All of my 18 characters are vampires because I mostly only PVP and just go to vamp one for PvE though I suppose I should try using the build station.
But yeah when you say it like that I'm really glad it isn't meta for PvE as well. My brain couldn't process that
This sounds to me like a good reason to change/replace/eliminate Undeath — if people feel they MUST go vampire or else be at a disadvantage. It would make sense if vampire complemented stealth builds, but if ALL builds do better in PvP as vampires then this is not right.
Bushido2513 wrote: »Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
It's pretty clear that they don't want vampire or ww to be a thing in any kind of real PvE content. They both seem to have been steered towards straight up rp or pvp options if anything though I rarely see ww in any content and well vampire is on pretty much every PVP build..
To me it actually sort of makes sense being that pvp has fewer options in general than PvE or at least tends to already see more noticeable nerfs than PvE.
I think it’s good that vampire isn’t meta for PVE. Ideally it offers a variation or different play style that people choose because they want to play a particular character as a vampire, and never because they feel they must. I would never make most of my characters vampires, but the characters in Greymoor made me interested in creating one. It would be nice if it were not entirely downsides in group PVE.
All of my 18 characters are vampires because I mostly only PVP and just go to vamp one for PvE though I suppose I should try using the build station.
But yeah when you say it like that I'm really glad it isn't meta for PvE as well. My brain couldn't process that
This sounds to me like a good reason to change/replace/eliminate Undeath — if people feel they MUST go vampire or else be at a disadvantage. It would make sense if vampire complemented stealth builds, but if ALL builds do better in PvP as vampires then this is not right.
Yeah it's funny but think about if I asked you if you wanted the following on your character in pvp.
Your skills cost their regular cost.
You take no extra flame damage.
You take 30 percent more damage based on your missing health
That's basically what I'm putting on my character in pvp set this point if I go no vamp.
Twohothardware wrote: »Bushido2513 wrote: »Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »Bushido2513 wrote: »Araneae6537 wrote: »I agree, remove Undeath and compensate by removing the increased non-vampire ability costs, of give vampire something else that is not completely useless in PVE.
It's pretty clear that they don't want vampire or ww to be a thing in any kind of real PvE content. They both seem to have been steered towards straight up rp or pvp options if anything though I rarely see ww in any content and well vampire is on pretty much every PVP build..
To me it actually sort of makes sense being that pvp has fewer options in general than PvE or at least tends to already see more noticeable nerfs than PvE.
I think it’s good that vampire isn’t meta for PVE. Ideally it offers a variation or different play style that people choose because they want to play a particular character as a vampire, and never because they feel they must. I would never make most of my characters vampires, but the characters in Greymoor made me interested in creating one. It would be nice if it were not entirely downsides in group PVE.
All of my 18 characters are vampires because I mostly only PVP and just go to vamp one for PvE though I suppose I should try using the build station.
But yeah when you say it like that I'm really glad it isn't meta for PvE as well. My brain couldn't process that
This sounds to me like a good reason to change/replace/eliminate Undeath — if people feel they MUST go vampire or else be at a disadvantage. It would make sense if vampire complemented stealth builds, but if ALL builds do better in PvP as vampires then this is not right.
Yeah it's funny but think about if I asked you if you wanted the following on your character in pvp.
Your skills cost their regular cost.
You take no extra flame damage.
You take 30 percent more damage based on your missing health
That's basically what I'm putting on my character in pvp set this point if I go no vamp.
Yeah, it's not a choice whether or not to run Vampire in PvP right now. You can play without it but the other players will always have an extra advantage over your build because there's no counter to it.
Bushido2513 wrote: »
CameraBeardThePirate wrote: »Bushido2513 wrote: »
Doubt it tbh. Undeath has always been overtuned, and in the patch meant to balance out vampires (Greymoor), what did ZOS do? They buffed it.
Oh nice to knowBushido2513 wrote: »CameraBeardThePirate wrote: »Bushido2513 wrote: »
Doubt it tbh. Undeath has always been overtuned, and in the patch meant to balance out vampires (Greymoor), what did ZOS do? They buffed it.
Then that definitely means it's getting touched. ZOS has a formula over do until you cry and I mean really cry, let it go on for one more path, then change it and say hey we listen and now you see how much we're care about you and that all is not lost.
It's kind of similar to dots and how for a while everyone was dying to dots like everywhere until ZOS self nerfed their own changes and was like hey now come back and enjoy.
Stop playing out your hero complex on me ZOS 😂
Oh nice to knowBushido2513 wrote: »CameraBeardThePirate wrote: »Bushido2513 wrote: »
Doubt it tbh. Undeath has always been overtuned, and in the patch meant to balance out vampires (Greymoor), what did ZOS do? They buffed it.
Then that definitely means it's getting touched. ZOS has a formula over do until you cry and I mean really cry, let it go on for one more path, then change it and say hey we listen and now you see how much we're care about you and that all is not lost.
It's kind of similar to dots and how for a while everyone was dying to dots like everywhere until ZOS self nerfed their own changes and was like hey now come back and enjoy.
Stop playing out your hero complex on me ZOS 😂
So when do they nerf Maarselok/Master DW/Vate Proc-Sets (in PvP) then?
And when do they remove the combat bug? We already cried about that, before undeath even existed?
Additional question: When do they buff Necros and nerf NBs...? (again PVP)