Quethrosar wrote: »so sick of pvp interfering with pve.
Personally, the Vampire "being" should do away with the vampire stages. You either are, or are not, a vampire and no in-between stage rating because at this point in the game the whole feeding is a dead mechanic.
They should rework all the passives and redesign the Vampiric Drain to function similar to the Wrath of Elements: This would let the character vampire cast this on the target and the channeling effect functions similar to Wrath of Elements e.g. the player can still execute other abilities while the channeling drain is active.
The Ultimate should be a "power" aura than a transformation morph to allow faster transitions into using the Ultimate, and better out-of-Ultimate transitions.
The significant weakness between Vampires and Werewolves is the vampire vulnerability to Fighter Guild abilities 100% of the time, whereas Werewolves are only susceptible when transformed. Outside increased Fire damage, in PVP, that vulnerability is hefty and with the changes to Undeath, it will be more so noticeable. So, they need to rework vampire and remove the whole vampire stage, dated design model, and use the passive rework to buff vampires to be more competitive against their WW counterparts.
Quethrosar wrote: »so sick of pvp interfering with pve.
Necrotech_Master wrote: »Personally, the Vampire "being" should do away with the vampire stages. You either are, or are not, a vampire and no in-between stage rating because at this point in the game the whole feeding is a dead mechanic.
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i kind of agree with this
i think the stages are kind of a useless mechanic at this point, or maybe drop it down to 2 stages at a minimum
i also think its kind of annoying that you cant extend the duration of the vampire ult by feeding, similar to WW feeding
TX12001rwb17_ESO wrote: »Thing is ZOS has had things work fine, then they went and changed it, they go and gut Undeath instead of just going back to the more balanced only functioning under 50% health version.
Remember how Mist Form used to work? it was fine when it lasted for 3 seconds and gave 75% damage resistance, then for whatever reason they made it a toggle and then it was made into a teleport? why not just go back to the 3 seconds?
Veinblood1965 wrote: »I've just barely logged in the last week or so. Just way too many unpopular changes especially the vendor sales only lasting two weeks, undeath, mail only lasting two weeks and the stupid invulnerable phases of most bosses lately. I noticed a few guilds the amount of people online during prime time has almost halved. I suspect it's going to get worse. ZoS has lost their way.
master_vanargand wrote: »TX12001rwb17_ESO wrote: »Thing is ZOS has had things work fine, then they went and changed it, they go and gut Undeath instead of just going back to the more balanced only functioning under 50% health version.
Remember how Mist Form used to work? it was fine when it lasted for 3 seconds and gave 75% damage resistance, then for whatever reason they made it a toggle and then it was made into a teleport? why not just go back to the 3 seconds?
Is 75% damage resistance ok from old Mist Form?
No, it was destined to be nerfed.
I'm really enjoying using the current Mist Form and really like it.
TX12001rwb17_ESO wrote: »master_vanargand wrote: »TX12001rwb17_ESO wrote: »Thing is ZOS has had things work fine, then they went and changed it, they go and gut Undeath instead of just going back to the more balanced only functioning under 50% health version.
Remember how Mist Form used to work? it was fine when it lasted for 3 seconds and gave 75% damage resistance, then for whatever reason they made it a toggle and then it was made into a teleport? why not just go back to the 3 seconds?
Is 75% damage resistance ok from old Mist Form?
No, it was destined to be nerfed.
I'm really enjoying using the current Mist Form and really like it.
Back when it was 75% it only lasted for 3 seconds and while it was active you couldn't do anything but move and you did not regenerate, it was not like you could fight back when it was active.
TX12001rwb17_ESO wrote: »Thing is ZOS has had things work fine, then they went and changed it, they go and gut Undeath instead of just going back to the more balanced only functioning under 50% health version.
Remember how Mist Form used to work? it was fine when it lasted for 3 seconds and gave 75% damage resistance, then for whatever reason they made it a toggle and then it was made into a teleport? why not just go back to the 3 seconds?
Just unlock vampire abilities with stage. Ultimate and mist form on 4 stage.
TX12001rwb17_ESO wrote: »Thing is ZOS has had things work fine, then they went and changed it, they go and gut Undeath instead of just going back to the more balanced only functioning under 50% health version.
Remember how Mist Form used to work? it was fine when it lasted for 3 seconds and gave 75% damage resistance, then for whatever reason they made it a toggle and then it was made into a teleport? why not just go back to the 3 seconds?
The Undeath scaling was broken that allowed players to exceed the tooltip % damage reduction to current health. Switching Undeath to the flat 10% bonus puts Undeath on par to Major Protection except the passive is multiplicative to Major or Minor Protection.
However, the PTS notes does not clarify whether Undeath continues to scale; IF so, then they'll need to correct the broken mechanic that allows players to exceed the tooltip % damage reduction. I have not gone onto the PTS to check.
Some conceptual idea on the passives:
I would baseline Vampires penalties to Stage 3 (...still removing the Stage mechanic)
Health Recovery: -60%
Flame Damage Taken: +13%
Regular Ability Costs: +8%
Vampire Ability Costs: -16%
Change Feeding passive:
Reduce Vampire penalties by 50% for 2 hours.
For example, being revitalized by drinking blood.
Health Recovery: -30%
Flame Damage Taken: -7% (rounded up)
Regular Ability Costs: +4%
Vampire Ability Costs: -8%
THEN ADD +10% bonus or +1000 Tri-Stat bonus to Resources for 2 hours. This is essentially the reward for playing out the 'Feeding' mechanic against NPCs. However, I am fond of the 0/1 logic that decides the state between feed to unfed on the on the above penalties for being a vampire.
Personally, feeding is attached to vampire stages that should be done away with since players are able to consume the special food that allows them to instantly switch between Stage 1 and Stage 4. However, this change idea is a concession for those RP players and gain a more tangible benefit for playing the mechanic out: IF IT really must stay around.
Dark Stalker: Remain the Same except ADD Reduce Stealth Detection Range %based or distance/based.
Strike from the Shadows: Remain the Same except ADD enemies damaged causes them to Cower in fear for 3 seconds and be afflicted with Minor Cowardice.
Blood Ritual: Remain the Same.
Undeath: Reduce your damage taken by up to 10%. REMOVE: based on your missing health.
Unnatural Movement: Remain the Same except ADD Minor Evasion and -20% Cost of Dodge Roll.
Change it further .5 procent per stage .so max 20 . Then it's halved at stage 3 . And a reason to become stage 4 for extra 5.
CameraBeardThePirate wrote: »Good_VS_Evil wrote: »I say just keep Undeath at stage 3, but make it Major Protection while under 50% health.
This gives build flexibility while not letting vamps stack excessive mitigation.
So what are Vampires getting in return?
How it works now is we get up to 30% Damage Mitigation while we are Stage 3+
If all you are offering is 10% Damage Reduction (Major Prot) at 50% Health ALSO WHILE Stage 3 then how is that fair to Vampire players? Its just a straight nerf to us with 0 benefits...we are worse off than we were before.
If you are going to nerf something then there should also be buffs to an aspect in other areas no? You are acting like Vampires are just terrorizing PvP and crushing every single person in stomps.
Yes. It is a straight nerf. It's a straight nerf because undeath on live is disgustingly overtuned in all environments. Up to 30% free mitigation is insane.
And guess what? Up to 10% mitigation is still very good.
Glorious indeed, it'll be zero change for a lot of players, while anyone crutching on free face tanking to play passively in 3 damage sets, waiting for something to happen, will have a reckoning. The death of Undeath is a huge buff to pressure builds and execute skills against low hp defensive spam, and a much needed nerf to stalemate playstyles.I'm in favor of the nerf or even removing it entirely, but let's be real, the majority of players in cyro can be down in seconds right now, even with undeath. Next patch is going to be glorious for gankers, bombers, and ball groups.
xylena_lazarow wrote: »Glorious indeed, it'll be zero change for a lot of players, while anyone crutching on free face tanking to play passively in 3 damage sets, waiting for something to happen, will have a reckoning. The death of Undeath is a huge buff to pressure builds and execute skills against low hp defensive spam, and a much needed nerf to stalemate playstyles.I'm in favor of the nerf or even removing it entirely, but let's be real, the majority of players in cyro can be down in seconds right now, even with undeath. Next patch is going to be glorious for gankers, bombers, and ball groups.
You want to win, go for the kill, as it should be. As far as Stages 3 and 4, it would be cool if the sprint invis was moved to Stage 3, and something actually powerful was added to Stage 4.
xylena_lazarow wrote: »Glorious indeed, it'll be zero change for a lot of players, while anyone crutching on free face tanking to play passively in 3 damage sets, waiting for something to happen, will have a reckoning. The death of Undeath is a huge buff to pressure builds and execute skills against low hp defensive spam, and a much needed nerf to stalemate playstyles.I'm in favor of the nerf or even removing it entirely, but let's be real, the majority of players in cyro can be down in seconds right now, even with undeath. Next patch is going to be glorious for gankers, bombers, and ball groups.
You want to win, go for the kill, as it should be. As far as Stages 3 and 4, it would be cool if the sprint invis was moved to Stage 3, and something actually powerful was added to Stage 4.
TX12001rwb17_ESO wrote: »master_vanargand wrote: »TX12001rwb17_ESO wrote: »Thing is ZOS has had things work fine, then they went and changed it, they go and gut Undeath instead of just going back to the more balanced only functioning under 50% health version.
Remember how Mist Form used to work? it was fine when it lasted for 3 seconds and gave 75% damage resistance, then for whatever reason they made it a toggle and then it was made into a teleport? why not just go back to the 3 seconds?
Is 75% damage resistance ok from old Mist Form?
No, it was destined to be nerfed.
I'm really enjoying using the current Mist Form and really like it.
Back when it was 75% it only lasted for 3 seconds and while it was active you couldn't do anything but move and you did not regenerate, it was not like you could fight back when it was active.
ArctosCethlenn wrote: »It makes sense to tie undeath to a specific stage again, but there're still too many aspects of vamp passives that make it less of a choice, and more... borderline mandatory.
The Stage 2 spell and weapon damage proc should only trigger from using vampire skills, not on leaving stealth or invisibility, and the general passive to remove stealth speed reductions should be copied onto a nightblade shadow passive (like the really awful +2s duration passive). Right now vamp is pretty clearly designed to synergize with nightblades, since they're the only class that can reliably proc the bonus damage, and as sneaky stealthy guys the speed boost is pretty important thematically.
Vamp should to be a choice, not something you outright need to have on a nightblade, or on any class.