Urzigurumash wrote: »You can practically find PhD theses on this forum about how and why Undeath was imbalancing PvP.
Part of it, if you have any regard for Vampires within lore, was that the war for Cyrodiil, the battle for IC, and the sport of BGs was participated in by Vampires and only Vampires, with two or three Werewolves in the mix. Humans were literally not present in these avenues of play.
So perhaps you're unfamiliar with PvP and where it's played, but rest assured: that's the reason.
Good_VS_Evil wrote: »As if the skill-line/players werent welcome enough, this is the final nail in the coffin.
From 30% to 10%, there is now no real reason to want to play as a Vampire aside from Lore Lovers/Die Hard Fans of Vampires.
I could understand this nerf if SOMETHING was added/given in return but as it stands now this is just a NET NEGATIVE for Vampire Players. Atleast give something unique to Vampirism Stage 4, atleast MAKE wanting to be Stage 4 special in some regard due to the nature of the effects...As it stands now, its like the skill-line has 0 identity and reasoning for being in the game other than "oh well vampires are in the other games so here ya go".
This change does nothing but HURT what little vampire players there are for seemingly no reason at all.
MEBengalsFan2001 wrote: »Good_VS_Evil wrote: »As if the skill-line/players werent welcome enough, this is the final nail in the coffin.
From 30% to 10%, there is now no real reason to want to play as a Vampire aside from Lore Lovers/Die Hard Fans of Vampires.
I could understand this nerf if SOMETHING was added/given in return but as it stands now this is just a NET NEGATIVE for Vampire Players. Atleast give something unique to Vampirism Stage 4, atleast MAKE wanting to be Stage 4 special in some regard due to the nature of the effects...As it stands now, its like the skill-line has 0 identity and reasoning for being in the game other than "oh well vampires are in the other games so here ya go".
This change does nothing but HURT what little vampire players there are for seemingly no reason at all.
Vampire all stages get the damage reduction so no more needing to get stage three. Simply stay stage 1.
Good_VS_Evil wrote: »Urzigurumash wrote: »You can practically find PhD theses on this forum about how and why Undeath was imbalancing PvP.
Part of it, if you have any regard for Vampires within lore, was that the war for Cyrodiil, the battle for IC, and the sport of BGs was participated in by Vampires and only Vampires, with two or three Werewolves in the mix. Humans were literally not present in these avenues of play.
So perhaps you're unfamiliar with PvP and where it's played, but rest assured: that's the reason.
Heavens forbid that Vampires are hard to kill...
But on a more serious and technical note, Vampires are also just as hindered in PvP from taking increased to potentially double fire damage, penalties to skill costs for casting outside the skill-line and massive drawbacks on health recovery FORCING them to play a certain way or not be able to be viable in PvP scenarios to begin with. Not to mention the fighters guild skill-line passives that are FREE TO ALL PLAYERS also helps defeat Vampire players even faster.
Snatching 20% of their damage mitigation and giving them NOTHING in return is not a good solution.
Urzigurumash wrote: »Good_VS_Evil wrote: »Urzigurumash wrote: »You can practically find PhD theses on this forum about how and why Undeath was imbalancing PvP.
Part of it, if you have any regard for Vampires within lore, was that the war for Cyrodiil, the battle for IC, and the sport of BGs was participated in by Vampires and only Vampires, with two or three Werewolves in the mix. Humans were literally not present in these avenues of play.
So perhaps you're unfamiliar with PvP and where it's played, but rest assured: that's the reason.
Heavens forbid that Vampires are hard to kill...
But on a more serious and technical note, Vampires are also just as hindered in PvP from taking increased to potentially double fire damage, penalties to skill costs for casting outside the skill-line and massive drawbacks on health recovery FORCING them to play a certain way or not be able to be viable in PvP scenarios to begin with. Not to mention the fighters guild skill-line passives that are FREE TO ALL PLAYERS also helps defeat Vampire players even faster.
Snatching 20% of their damage mitigation and giving them NOTHING in return is not a good solution.
I see you've read not one of these theses. Mortals took even more Flame Damage than Vampires. If there were 100 players in Cyro at any one time, there were 99 Vampires.
Does that fit your idea of Vampire RP in TES?
Urzigurumash wrote: »Good_VS_Evil wrote: »Urzigurumash wrote: »You can practically find PhD theses on this forum about how and why Undeath was imbalancing PvP.
Part of it, if you have any regard for Vampires within lore, was that the war for Cyrodiil, the battle for IC, and the sport of BGs was participated in by Vampires and only Vampires, with two or three Werewolves in the mix. Humans were literally not present in these avenues of play.
So perhaps you're unfamiliar with PvP and where it's played, but rest assured: that's the reason.
Heavens forbid that Vampires are hard to kill...
But on a more serious and technical note, Vampires are also just as hindered in PvP from taking increased to potentially double fire damage, penalties to skill costs for casting outside the skill-line and massive drawbacks on health recovery FORCING them to play a certain way or not be able to be viable in PvP scenarios to begin with. Not to mention the fighters guild skill-line passives that are FREE TO ALL PLAYERS also helps defeat Vampire players even faster.
Snatching 20% of their damage mitigation and giving them NOTHING in return is not a good solution.
I see you've read not one of these theses. Mortals took even more Flame Damage than Vampires. If there were 100 players in Cyro at any one time, there were 99 Vampires.
Does that fit your idea of Vampire RP in TES?
Urzigurumash wrote: »Good_VS_Evil wrote: »Urzigurumash wrote: »You can practically find PhD theses on this forum about how and why Undeath was imbalancing PvP.
Part of it, if you have any regard for Vampires within lore, was that the war for Cyrodiil, the battle for IC, and the sport of BGs was participated in by Vampires and only Vampires, with two or three Werewolves in the mix. Humans were literally not present in these avenues of play.
So perhaps you're unfamiliar with PvP and where it's played, but rest assured: that's the reason.
Heavens forbid that Vampires are hard to kill...
But on a more serious and technical note, Vampires are also just as hindered in PvP from taking increased to potentially double fire damage, penalties to skill costs for casting outside the skill-line and massive drawbacks on health recovery FORCING them to play a certain way or not be able to be viable in PvP scenarios to begin with. Not to mention the fighters guild skill-line passives that are FREE TO ALL PLAYERS also helps defeat Vampire players even faster.
Snatching 20% of their damage mitigation and giving them NOTHING in return is not a good solution.
I see you've read not one of these theses. Mortals took even more Flame Damage than Vampires. If there were 100 players in Cyro at any one time, there were 99 Vampires.
Does that fit your idea of Vampire RP in TES?
And it will still be 99 vamps out of 100 just stage 1.
Good_VS_Evil wrote: »Urzigurumash wrote: »Good_VS_Evil wrote: »Urzigurumash wrote: »You can practically find PhD theses on this forum about how and why Undeath was imbalancing PvP.
Part of it, if you have any regard for Vampires within lore, was that the war for Cyrodiil, the battle for IC, and the sport of BGs was participated in by Vampires and only Vampires, with two or three Werewolves in the mix. Humans were literally not present in these avenues of play.
So perhaps you're unfamiliar with PvP and where it's played, but rest assured: that's the reason.
Heavens forbid that Vampires are hard to kill...
But on a more serious and technical note, Vampires are also just as hindered in PvP from taking increased to potentially double fire damage, penalties to skill costs for casting outside the skill-line and massive drawbacks on health recovery FORCING them to play a certain way or not be able to be viable in PvP scenarios to begin with. Not to mention the fighters guild skill-line passives that are FREE TO ALL PLAYERS also helps defeat Vampire players even faster.
Snatching 20% of their damage mitigation and giving them NOTHING in return is not a good solution.
I see you've read not one of these theses. Mortals took even more Flame Damage than Vampires. If there were 100 players in Cyro at any one time, there were 99 Vampires.
Does that fit your idea of Vampire RP in TES?
If you have a point you have yet to state it, just sharing your PERSONAL experiences isnt saying much. The issue at hand is Vampire players losing 20% of their Damage Mitigation and receiving nothing in return. I could care less about RP nonsense we are talking about NUMBERS and STATS.
Urzigurumash wrote: »@Good_VS_Evil Start with this graph from nearly 3 years ago. We were still talking about it on this forum the morning of the nerf.
https://forums.elderscrollsonline.com/en/discussion/comment/7452535/#Comment_7452535
Good_VS_Evil wrote: »Urzigurumash wrote: »@Good_VS_Evil Start with this graph from nearly 3 years ago. We were still talking about it on this forum the morning of the nerf.
https://forums.elderscrollsonline.com/en/discussion/comment/7452535/#Comment_7452535
Your data only factors players who PvP and who are Vampire Stage 3+...
People PvP as Werewolves, Normal, Stage 1/2, the variables are there. I am for a 20% loss of Damage Mitigation if Vampire is buffed in other areas. As it stands this is just a hard nerf to Vampire with 0 upsides. As a Vampire player, I dont like this.
TX12001rwb17_ESO wrote: »To make up for it Vampires should beable to bite people in PvP again like they used to instantly killing them.
Good_VS_Evil wrote: »MEBengalsFan2001 wrote: »Good_VS_Evil wrote: »As if the skill-line/players werent welcome enough, this is the final nail in the coffin.
From 30% to 10%, there is now no real reason to want to play as a Vampire aside from Lore Lovers/Die Hard Fans of Vampires.
I could understand this nerf if SOMETHING was added/given in return but as it stands now this is just a NET NEGATIVE for Vampire Players. Atleast give something unique to Vampirism Stage 4, atleast MAKE wanting to be Stage 4 special in some regard due to the nature of the effects...As it stands now, its like the skill-line has 0 identity and reasoning for being in the game other than "oh well vampires are in the other games so here ya go".
This change does nothing but HURT what little vampire players there are for seemingly no reason at all.
Vampire all stages get the damage reduction so no more needing to get stage three. Simply stay stage 1.
Thats not the issue, the issue is that the damage reduction you get is now MAX 10% instead of MAX 30%...they have taken away 20% of the passives damage mitigation. Losing 20% is ALOT.
CameraBeardThePirate wrote: »Exactly. You should be losing a lot of mitigation, 30% is way too much.
Firstly, if you get to 10% mitigation you are dead. Secondly, due to how mitigations works even then it will actually be significantly lower than 10%.its a bad change to me -
it should stay at tier 3. the damage mitigation is too high, but it SHOULD have a downside like resource cost at stage 3. You shouldnt get 10% for almost nothing. 30% in pvp was crazy. I dont pve much these days, but i dont know why PVE toons need the 30% mitigation. I assume for tanking? Sorry thats just out of my realm these days.
at tier 1 NBs come out way ahead on the current PTS revision for PVP:
- a ton of things that de-cloaked them are 'fixed' which is just crap, god forbid they arent always invisible.
- they moved skills to magicka, and can stay a tier 1 vamp with some decent damage mitigation [10% is still a lot imo], but without the resource headaches of running NB at stage 3 - sort of makes me expect max-mag gankers.
- now they can more easily gank others because that undeath passive was one of the key ways to keep from getting one-shot.
now they can more easily gank others because that undeath passive was one of the key ways to keep from getting one-shot.
now they can more easily gank others because that undeath passive was one of the key ways to keep from getting one-shot.
Is that true? My understanding is, if it's a true one-shot then undeath isn't doing anything for you because you're getting hit at 100% health. I thought undeath was more useful for extended fights, so if you make a mistake and let your health get low you have a better chance of getting in a heal before your opponent(s) finish you off. But I am terrible at PvP so I might be completely wrong.
Anyways, in case ZOS needs help coming up with a new stage 3 passive, here are some ideas:
- Decreased disease, poison, and/or frost damage (like in Skyrim)
- Increased pickpocket chance
- Decreased stealth detection radius
- Increased movement speed
- Any of the above, but only during in-game night
- "Darkvision"- increased detection range (to detect others) at night
CameraBeardThePirate wrote: »
now they can more easily gank others because that undeath passive was one of the key ways to keep from getting one-shot.
Is that true? My understanding is, if it's a true one-shot then undeath isn't doing anything for you because you're getting hit at 100% health. I thought undeath was more useful for extended fights, so if you make a mistake and let your health get low you have a better chance of getting in a heal before your opponent(s) finish you off. But I am terrible at PvP so I might be completely wrong.
Anyways, in case ZOS needs help coming up with a new stage 3 passive, here are some ideas:
- Decreased disease, poison, and/or frost damage (like in Skyrim)
- Increased pickpocket chance
- Decreased stealth detection radius
- Increased movement speed
- Any of the above, but only during in-game night
- "Darkvision"- increased detection range (to detect others) at night
There are no true one-shots (outside of weirdness with Tri-Focus in IC), only true globals (i.e., a gank that kills within 1 second). Even the best ganks have multiple instances of damage, and Undeath did help to prevent those from killing you.
CameraBeardThePirate wrote: »Good_VS_Evil wrote: »MEBengalsFan2001 wrote: »Good_VS_Evil wrote: »As if the skill-line/players werent welcome enough, this is the final nail in the coffin.
From 30% to 10%, there is now no real reason to want to play as a Vampire aside from Lore Lovers/Die Hard Fans of Vampires.
I could understand this nerf if SOMETHING was added/given in return but as it stands now this is just a NET NEGATIVE for Vampire Players. Atleast give something unique to Vampirism Stage 4, atleast MAKE wanting to be Stage 4 special in some regard due to the nature of the effects...As it stands now, its like the skill-line has 0 identity and reasoning for being in the game other than "oh well vampires are in the other games so here ya go".
This change does nothing but HURT what little vampire players there are for seemingly no reason at all.
Vampire all stages get the damage reduction so no more needing to get stage three. Simply stay stage 1.
Thats not the issue, the issue is that the damage reduction you get is now MAX 10% instead of MAX 30%...they have taken away 20% of the passives damage mitigation. Losing 20% is ALOT.
Exactly. You should be losing a lot of mitigation, 30% is way too much.
Good_VS_Evil wrote: »CameraBeardThePirate wrote: »Good_VS_Evil wrote: »MEBengalsFan2001 wrote: »Good_VS_Evil wrote: »As if the skill-line/players werent welcome enough, this is the final nail in the coffin.
From 30% to 10%, there is now no real reason to want to play as a Vampire aside from Lore Lovers/Die Hard Fans of Vampires.
I could understand this nerf if SOMETHING was added/given in return but as it stands now this is just a NET NEGATIVE for Vampire Players. Atleast give something unique to Vampirism Stage 4, atleast MAKE wanting to be Stage 4 special in some regard due to the nature of the effects...As it stands now, its like the skill-line has 0 identity and reasoning for being in the game other than "oh well vampires are in the other games so here ya go".
This change does nothing but HURT what little vampire players there are for seemingly no reason at all.
Vampire all stages get the damage reduction so no more needing to get stage three. Simply stay stage 1.
Thats not the issue, the issue is that the damage reduction you get is now MAX 10% instead of MAX 30%...they have taken away 20% of the passives damage mitigation. Losing 20% is ALOT.
Exactly. You should be losing a lot of mitigation, 30% is way too much.
Which is why I said I am fine with it as long as Vampire could be buffed in other areas, as it stands now this nerf only hurts all vampire players even though its sole purpose is directed towards PvP Vampires.
Which is weird when they could have just made the skill numbers max out lower in PvP settings.