Interesting to note that most of the "opposition" has no argument, they just assume you don't know how to dodge AoE. Then they use this to make an Ad Hominem attack.
Why do some abilities have an AoE cap right now while others like Bat Swarm do not? Curious, if we go with your option #2 what about other ultimates with a "summoned" effect (Like storm Atronach)? Would you want that cancelled as well?
I have not had any serious encounters with bat swarmers. Most of the time I just roll out of the way...
If you play or have played WoW then I am sure you are familiar with the Tunnel Vision Pugs you get in Random Battleground games (Basically they run to middle of map and start slashing at each other). I noticed same thing over in this game as well. Most unorganized Pug raids lacking voice comm and structure tend to just run around in a zerg without any kind of strategy. I think that's the group that's more likely to "stand in fire."
ravenhartb14_ESO wrote: »I personally am tired of semi trucks travelling on U.S. interstates. Every time I walk in the middle of freeway lanes I keep getting hit.
1) If your tactics aren't working, you need to change your tactics if you even have the slightest hopes for success.I can no longer respond to this thread because people are allowed to tell me to "change my tactics" but I am not allowed to say the same.
I can no longer respond to this thread because people are allowed to tell me to "change my tactics" but I am not allowed to say the same. I am allowed to be personally attacked and portrayed as a bad player who just stands in AoE's but I am not allowed to tell players to stop making fallacious arguments.
Oh and Pro Tip:
You cannot use Silver Shards or Silver Bolts on DK Vamps because they just use Reflective Scales - Dark Talons - Reflective Scales - Dark Talons. Scales reflects back the Silver Bolts.
Also, your actual chance of hitting the 2-3 vamps in a group of 12+ people isn't very high. And the Zergballs I have been in (and against) always have 1-2 people with Combat Prayer which also keeps the vamp healed and thus the ball rolling.
Summary: You do more damage, you take more damage.m.stollb16_ESO wrote: »VAMPIRES
m.stollb16_ESO wrote: »Bat Swarm is currently too strong and needs a nerf.
An AoE damage ultimate that moves with the user, has almost twice the dps of Standard of Might, costs less ultimate, has a higher range than the standard or Impulse and has unbelievably strong morph effects is simply too strong compared to other ultimates.
Just imagine, if the Dragonknight Standard had the same morph effects: 100% of the damage done gained as Health, or the Dragonknight would turn invisible for the duration of the standard. Nobody in their right mind would consider that well-balanced.
And about not reacting fast enough, everyone should be punished for making a mistake. You don't react fast enough? You die and the rest of your team gets punished for it. This is the same in PvE, you stand in red circles you die, you don't block when you are suppose to you die, etc.Sure, bat swarm has a shorter duration. But that doesn't mean much if vampires with a high PvP rank can chain-cast it as long as there's a few people around who don't react fast enough (btw, if a Vampire is right next to you and following you, there is NO WAY you can escape from a bat swarm unless you're a Sorcerer using Bolt Escape, so you get the full 2k damage + whatever damage the vampire is doing on top of that with skills and weapon attacks). Also, the fact that the swarm's dps is so much higher than that of the standard is already a huge plus, since burst damage is all that matters in PvP.
And yes, organized groups of experienced PvP players have no problem dealing with enemy vampires but that doesn't change the fact that the ultimate is just incredibly strong in comparison to other ultimates (at least the invisibility morph effect is simply too good in PvP).
Bat Swarm definitely needs a nerf and I think taking away the ability to use any other skills while it's in use is one viable way to do it. Another would be to make Bat Swarm static and give it the same morphs the Dragonknight Standard has (can be replaced once or 20% more damage done and 20% less damage taken for the vampire while standing in the swarm). Again, this makes you realize just how overpowered the current morph effects of Bat Swarm are
m.stollb16_ESO wrote: »Bat Swarm is currently too strong and needs a nerf.
An AoE damage ultimate that moves with the user, has almost twice the dps of Standard of Might, costs less ultimate, has a higher range than the standard or Impulse and has unbelievably strong morph effects is simply too strong compared to other ultimates.
Just imagine, if the Dragonknight Standard had the same morph effects: 100% of the damage done gained as Health, or the Dragonknight would turn invisible for the duration of the standard. Nobody in their right mind would consider that well-balanced.
Sure, bat swarm has a shorter duration. But that doesn't mean much if vampires with a high PvP rank can chain-cast it as long as there's a few people around who don't react fast enough (btw, if a Vampire is right next to you and following you, there is NO WAY you can escape from a bat swarm unless you're a Sorcerer using Bolt Escape, so you get the full 2k damage + whatever damage the vampire is doing on top of that with skills and weapon attacks). Also, the fact that the swarm's dps is so much higher than that of the standard is already a huge plus, since burst damage is all that matters in PvP.
And yes, organized groups of experienced PvP players have no problem dealing with enemy vampires but that doesn't change the fact that the ultimate is just incredibly strong in comparison to other ultimates (at least the invisibility morph effect is simply too good in PvP).
Bat Swarm definitely needs a nerf and I think taking away the ability to use any other skills while it's in use is one viable way to do it. Another would be to make Bat Swarm static and give it the same morphs the Dragonknight Standard has (can be replaced once or 20% more damage done and 20% less damage taken for the vampire while standing in the swarm). Again, this makes you realize just how overpowered the current morph effects of Bat Swarm are
As for the pros and cons of werewolves and vampires, I see it more like this, from a practical perspective:
WEREWOLVES
Positives:
- You gain access to an ultimate that grants you a low amount of extra ultimate (5 every 3 seconds when you take damage) while slotted.
Negatives:
- You take more poison damage (not sure if this actually affects the human form; my Werewolf character is a wood elf so I never noticed any difference)
Irrelevants:
- You have access to an incredibly expensive ultimate skill that temporarily makes you a lot weaker in both offense and defense (you lose your weapon trait, your weapon enchantment, your weapon passives, access to all your regular skills and instead gain access to 2 new bad skills; Fighter Guild skills work on you now; you cannot use siege weapons anymore, etc.)
VAMPIRES
Positives:
- Faster sneaking speed
- Access to two useful active skills and an ultimate that has unbelievably good morph effects
- Reduced cost for vampire skills (including the ultimate)
- Increased Magicka and Stamina Recovery
- Faster hiding at night (not sure if that works)
Negatives:
- You take more fire damage
- You're vulnerable to Fighter Guild abilities
- Reduced Health Recovery
Irrelevants:
- Undeath is currently not working according to what most people say
Or better yet make it so that it doesn't hurt stationary targets at all. That way players that don't know to gtfo of AOE's will stop complaining,
poodlemasterb16_ESO wrote: »Bat Swarm + Impulse/Talons
One of the biggest improvement that can be made to Vampires is to stop the Bat Swarm + Dark Talons, Bat Swarm + Impulse, Bat Swarm + Streak, Streak, Streak...
To Fix: There are 2 easy fixes that don't "nerf" Bat Swarm.
1. When Bat Swarm is active, your other abilities grey out until Bat Swarm ends. This is easy but removes the choice, which brings me to 2.
2. When activated, Bat Swarm should have the same effect as Soul Assault. If you activate an ability while Bat Swarm is active, the Bat Swarm ends. This means a player mid Bat Swarm has a choice to finish it, or start spamming Dark Talons and Impulse.
This will keep Bat Swarm powerful but deny stacking it with other abilities which is one of the biggest reasons the Zergball technique works so well.
It's real strong, but so is Negate Magic.
timidobserver wrote: »I've had a lot of luck killing vamp clouding swarm bombers with blazing spear. I basically just spam it on their general location when they are swarming over a large group and my scrolling combat text confirms for me that they get stunned. Shortly after that they usually die.