MindOfTheSwarm wrote: »Just boost the damage Fighter’s Guild abilities deal to undead and then it should be ok. Could even buff the Flame Damage taken too.
Alternatively, they could nerf the effects of undeath in PvP. But personally I think vamps add a lot of flavour to PvP. Which is why I prefer the first suggestion. That way, vamps remain hard to kill but run the risk of getting wrecked by vampire hunters.
Why ban werewolves from using fighters guild abilitys too? They cant use fighters guild abilitys in werewolf form anyway because they cant use any non werewolf skills(vigor would be really needed) and outside werewolf form they are practically mortals with no advantages or disadvantages compared to real mortal and also shouldnt get disadvantages. Werewolf is in no way overpowered but actually the worst class in the game, even for playing with one bar werewolf is not good and there are much better onebarbuilds. There is no reason why werewolf should be included in a vampire nerf and non transformed werewolves should be punished for not removing werewolf curse. Also werent the companions in Skyrim the replacement for the fighters guild and most of them werewolves?MindOfTheSwarm wrote: »Just boost the damage Fighter’s Guild abilities deal to undead and then it should be ok. Could even buff the Flame Damage taken too.
Alternatively, they could nerf the effects of undeath in PvP. But personally I think vamps add a lot of flavour to PvP. Which is why I prefer the first suggestion. That way, vamps remain hard to kill but run the risk of getting wrecked by vampire hunters.
Buffing flame dmg will directly buff Dks further, and nobody except dk mains want that..i do agree that something needs to be done as everyone and thier dog is vamp because of undeath..maybe ban vamps and werewolves from using fighter guild abilities due to lore or even maybe buff fighters guild abilities further like you say even more to make you really have to consider if it's worth getting a massive hit from a dawnbreaker etc.
Fighters guild abilitys should definitely should do more dmg to vampire players, It was 20% to all vampire and werewolf players and npcs but to reduce number of calculation ZoS changed it to deal 20% extra dmg only against player werewolves and vampires and 10% against everyone including mortal players. The extra dmg to mortal players and as long as they are bad to werewolves should be removed and the dmg to vampire players increased so they get 20-40% more dmg them mortals.MindOfTheSwarm wrote: »Just boost the damage Fighter’s Guild abilities deal to undead and then it should be ok. Could even buff the Flame Damage taken too.
Alternatively, they could nerf the effects of undeath in PvP. But personally I think vamps add a lot of flavour to PvP. Which is why I prefer the first suggestion. That way, vamps remain hard to kill but run the risk of getting wrecked by vampire hunters.
CameraBeardThePirate wrote: »Undeath has literally always been OP in every meta. It's seriously not that hard ZOS, nerf it.
JerBearESO wrote: »Vampire isn't imbalanced only from undeath, which is very obviously OP, but also from the flame damage taken aspect which indirectly buffs the already OP DK class. They need to solve this already.
Also, personally I do not like having to upkeep the stages so if there could be a feature to lock into a stage that would be great. Forcing roleplay onto us is kinda bad from. Not everyone is into that