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Please remove the obligation to be a vampire in PvP

Frooke
Frooke
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The vast majority of meta/good PvP builds have vampirism, just because of the "Undeath" passive, it doesn't matter what class you play, the vampire is always recommended because of this passive, the downside (expensive skills, fire damage) is very weak, and if you're not a stage 3 vampire, you'll be melted very quickly, so I know that anyone who understands PvP well will agree, vampirism is a must have. Everyone is a vampire in Cyrodiil, I would like a positive side to not having curses, one that's really worth it, every character I need to hide the terrible appearance with skins, and this is very annoying, give us undeath passive in battle spirit or something else
  • QB1
    QB1
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    Finally someone said it
  • LittlePinkDot
    LittlePinkDot
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    I didn't notice. Most of my characters are not vampires.

    If you have enough healing and can get out of the way, you shouldn't absolutely need to be a vampire.
  • blktauna
    blktauna
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    I have some vamps, some not vamps. I don't find there to be a difference except my vamps burn more. It depends on your build hat you use
  • Lylith
    Lylith
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    tbh, i run vamps for the unnatural movement passive.

    sprinting in stealth can be extremely handy, assuming some invisible obstacle or terrain 'feature' doesn't knock you out of it, ofc. :/
  • MindOfTheSwarm
    MindOfTheSwarm
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    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.
    Edited by MindOfTheSwarm on July 20, 2023 7:43AM
  • Syiccal
    Syiccal
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    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.
  • Necrotech_Master
    Necrotech_Master
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    i dont use a vampire on my pvp toon lol

    i have 1 toon that is vampire which i only keep at stage 1 for the removal of the sneak speed penalty lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Twig_Garlicshine
    Twig_Garlicshine
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    Buff mortals' damage versus vamp players.
    Vamps get an across the board damage reduction with ignorable detriments (flame damage).
    Mortals get a -lesser- damage buff to few limited specific fighters guild abilities.
    Buff mortal damage across the board versus vamp players.
    This would have zero effect on pve.
    I feel very alone when I log in to World of Vamps.
    Also, we mortals didn't betray our own kind and become cannibal monstrosities..
  • mmtaniac
    mmtaniac
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    I played as a mortal all this years get vamp in this year, because pvp become unplayable without it. Before could do much as a mortal right now it's too hard to play mortal, was good when health regen was defense option. Health regen need return and Vampire should have 0 health regen at all stages.
    Edited by mmtaniac on July 22, 2023 9:21AM
  • Iriidius
    Iriidius
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    Syiccal 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.
    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?
    My main character lost werewolf by equiping empty build in armory station and I only noticed it weeks later. I am still mortal because on mag dk I dont have use for werewolf and actually on no class.
    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.
    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.

  • Zama666
    Zama666
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    We need a garlic/silver provisioning skill line!!!
  • NyassaV
    NyassaV
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    Restrict Vampires from using the Fighter's guild skills. A Vampire using Dawnbreaker makes no sense and in addition to making the game more lore abiding it forces people to make more choices in regard to their build.
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • the1andonlyskwex
    the1andonlyskwex
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    Buffing fighters guild abilities against vampires will just create a new, and equally bad meta where everyone has to play a stam build with Silver Shards as their spammable.

    Either Undeath needs a huge nerf or vampires need to take extra damage of all (player-sourced) types instead of just extra flame damage.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Undeath has literally always been OP in every meta. It's seriously not that hard ZOS, nerf it.
  • Hotdog_23
    Hotdog_23
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    Undeath passive has been brought up so many times over the years, especially since major protection was changed to 10% and the undeath passive kept its 30% mitigation, that ZOS must love it where it is now. Wish they would just come out and say it officially, not just ignore the many requests for its change.

    Guess leaving it this way is their official statement about it, and if they did try and announce and state they like/love it where it is, they would feel obligated to try and justify its excessive free mitigation over everything else in the game.

    Stay safe :)
  • Necrotech_Master
    Necrotech_Master
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    Undeath has literally always been OP in every meta. It's seriously not that hard ZOS, nerf it.

    edit: whoops i was thinking of mist form before the current change lol, got that and undeath mixed up lol
    Edited by Necrotech_Master on August 7, 2023 2:56PM
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • Vevvev
    Vevvev
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    Buff the Skilled Tracker Passive instead. Make the whole Fighter's Guild skill line hit that much harder against vampires.

    If they make the damage bonus tripled instead of doubled all the FG abilities will hit just as hard as if the vampire was getting hit with flame damage at stage 4.
    Edited by Vevvev on August 8, 2023 4:57AM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Tigeracer
    Tigeracer
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    I think it makes sense that vampires and werewolves are strong as hell, but they definitely shouldn't be able to use fighters guild abilities (werewolves while mortal should). The fighters guild abilities should also hit way harder against them (again, werewolves only when transformed).
  • olsborg
    olsborg
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    Agree 110%, been thinking and speaking out about this for years, most ppl agree, but nothing changes, they should make undeath passive stage 4 or reduce the % by atleast half of what it is currently. Undeath just contributes to the "tank meta" ppl have been sick of for yeaaars now.
    Edited by olsborg on August 8, 2023 1:01AM

    PC EU
    PvP only
  • mmtaniac
    mmtaniac
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    We need options ,Vampire should be optional. They could add mortal passives that is unactive while you are vampire or werewolf. Something unique for non vampires. Options is needed. right now you can have everything even as a vampire. You don't need to choose. You won't lose something special if you take vampire you will be Mortal with extras with higher cost abilities that's all. This skill line could be unlocked by special quest.
    Edited by mmtaniac on August 8, 2023 7:00AM
  • OtarTheMad
    OtarTheMad
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    You can be mortal and still do just fine in PvP. I have 19 characters and only 1 is a vampire and they don’t even PvP.
  • mmtaniac
    mmtaniac
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    I know but still it's not unique ,you nt get anything special by that ,you are just plain without 30% damage reduction. If they add some unique passives that only moartal can use than people will rethink they vampirism.
    Edited by mmtaniac on August 8, 2023 10:36AM
  • IxSTALKERxI
    IxSTALKERxI
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    Only reason i'm not a vamp on current build is coz the increase ultimate cost would probs get me killed. Otherwise I'd be a vamp like everyone else lol.
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Zodiarkslayer
    Zodiarkslayer
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    How about damage from sunburn?
    3k fire damage/s sounds balanced, don't you think?
    If anyone here says: OH! But, PVP! I swear I'll ...

    Thank you for the valuable input and respectfully recommend to discuss that aspect of ESO on the PVP forum.
  • SkaraMinoc
    SkaraMinoc
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    Undeath is now overperforming after the battle spirit changes, Malacath/Oakensoul nerfs, and all the damage skill nerfs.

    Players are running 50% more health than they used to. 40k health wasn't a thing in PvP 2 years ago except for some niche builds. 30k health wasn't a thing in PvP 3 years ago before the changes to CP health scaling.

    Lastly, sustain is easier than ever now with Roksa the Warped, Wretched Vitality, etc. The 8% increased skill cost is negligible.

    Imperial Templar laughs at the increased skill cost as they still have 3% reduced cost even with Undeath.

    Edited by SkaraMinoc on August 11, 2023 5:12PM
    PC NA
  • SandandStars
    SandandStars
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    vamp, dk, masters dw/vatesh, nb

    all unbalanced crutches

    take your pick
  • TankHealz2015
    TankHealz2015
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    Love the idea of a new food/drink or even a potion with specific bonus vs specific enemies ( I.e. undead, but could be expanded too)

    Similar the Netflix show "the Witcher" the guy takes a shot of jalapeño whiskey to spark up before monster fights.

    Also, the fighter guild skill line could be refreshed, not just the crossbow skill.

    Expert Hunter - undead glow and can be seen from 20 / 50 meters... ?

    Or while Expert Hunter is slotted your silver bolts skill does increased X% damage vs undead

    As is I think many people slot it for the passive major savagery/prophecy but 4536 for just 5 seconds of detect is ouchie expensive...

    What about- for every fighter guild skill slotted on bar, your damage vs undead increases 100%
    ?
  • Vaqual
    Vaqual
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    buffing attacks against vampires to nerf undeath would be unfair for the lower stages, maybe that is not optimal.
  • JerBearESO
    JerBearESO
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    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
  • CameraBeardThePirate
    CameraBeardThePirate
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    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

    It doesn't really buff DKs though - Undeath is so powerful it more than offsets the fire damage taken.
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