So what's the chance PVP will ever not be dominated by vampires?

  • liquid_wolf
    liquid_wolf
    ✭✭✭✭
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.
  • eliisra
    eliisra
    ✭✭✭✭✭
    With fire and fighters Guild skills put to use vamps have no chance

    Realistically speaking, it's not always a possibility. You might not have space for "situational" skills. I surely cant afford to waste a precious skill slot on something like Silver Bolts, that's single target, only proc's 5% of the time and only counters one specific type of player.

    Elements are class dependant. Not everyone can fart out fire clouds like a DK. Sorcerers have no fire nukes and no synergy with fire Destruction Staff. Same with NB. Templar only has 1 skill with fire/burning. In terms of race, only Dunmer really benefits from using fire.

    Topic: Vampire is a huge liability when sieging keeps, due to constant fire from siege and oil in cramped areas. Also the lack of heath recovery becomes more problematic, since the damage is sustained. Than there's Fire Ring, Fire Ring, Fiery Pulsar, but no way to run.

    Most players dont care about winning the campaign, they want fun, kills and AP. Make objectives and faction points more worthwhile and you see way less vampires, because they really suck at that aspect of PvP.

    I'm also guessing spell crafting will lower the interest in the vampire skills line severely. When we have better ultimates to pick from, there's no reason to get 1-2 shot by oil while looking like a bloated corpse.
  • yelloweyedemon
    yelloweyedemon
    ✭✭✭
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....
  • Kypho
    Kypho
    ✭✭✭✭
    not only swarm is OP the passives are too. TBH read em all. And zero chance. Vampirism is a huge advantage and seems Zeni doesnt do anything as you can see.
  • Kypho
    Kypho
    ✭✭✭✭
    The reason I stopped playing ESO 'till there's a word to the vampire madness. This isn't elder scrolls anymore. This is some bad ballanced vampire/vampire killing game.

    Vampires along with WW's are meant to be very rare.

    Funny thing is I remember Matt Firor saying in an early interview before the game launches, "Both vampire and WW will be on game, but both will have considerable drawbacks. It would not be funny if in a fight everyone turned to WW or was a vampire"

    Joke's on you ZoS.

    Vamps and WWs arent rare at all, just they are holstile for everyone, and well. DRAWBACKS. Vampirism has no drawbacks, ww is a big drawback only. IF vamps would be like WW, 30 sec lameness without be able to do anything, it would be not a problem. Vamp ulti is turn into vampire lord and use the 2 abilities, and without swarm is what it should be. Not the currently OP crap.
  • Strakand
    Strakand
    ✭✭✭
    Vampires are fine.

    I've never been a vampire and I don't plan on being one and I do fine.

    For one the vampire weakness to fire isn't cancelled out, they receive a 50% bonus damage from fire. Resistance can mitigate some fire damage but the bonus is still applied to whatever isn't resisted.

    We also get a 9% damage increase and bonus ultimate for killing vampires.

    Bat swarm is very powerful but so are many other ults. Just because you guys are dying to vampires using bat swarm all the time doesn't make them overpowered, it means you aren't fighting them correctly.

    I'd much rather face a vampire than a non-vampire in PVP personally.


    I agree with what you say, however there area a few things I want to add.

    Bat swarm dmg is not OP, but the Ultimate cost is rather low. Bringing the ultimate cost up would lower the QQ on the ability.

    I would love to see less batswarm because it seems to be as bad on server side lag as healing springs. I hear 1.4 is handling animation and textures better, so the large scale battles will run more smoothly.

    A zerg of players spamming springs, impulse, and bats = eventual ability lockout
  • SeltzerDuke
    SeltzerDuke
    ✭✭✭
    Turelus wrote: »
    When the risks actually balance with the rewards, people would need to make a choice.
    Right now reward for vampire greatly outweigh the risks, few people use fighter guild skills and even when they do they're not that devastating, fire weakness can be overcome mostly with a single gold glyph.
    On that last point, at the very least before a vamp had to gimp themselves by going with a resist piece of jewelry instead of set piece jewelry. Now you can just plop the fire resist onto one of your warlock or soulshine or whatever pieces, and while you're still foregoing a more useful stat bonus (typically spell harm) at least you still aren't foregoing that 5th set bonus.

    Because I'm lame, I was a vamp during that brief window following the original reign of pvp terror before the slight nerfs/fixes, and before their recent resurgence in popularity. Basically, I was a vamp during that time when raid groups actually didn't want you for being a vamp because fire ballistae/oil pots were getting huge, and when that patch broke Silver abilities making them proc at 100% of the time (and I actually still kept it during that period because reasons, haha).
  • Pathfinder
    Pathfinder
    ✭✭✭
    I brought this up in another thread, but making bat swarm static, i.e. it doesnt move with the player, would bring it in line with other AoE ults.
    Edited by Pathfinder on August 29, 2014 5:25PM
    Main
    Malfahri del Sol Imperial Templar (stamplar *new respec) PC/NA/Trueflame
  • yelloweyedemon
    yelloweyedemon
    ✭✭✭
    Kypho wrote: »
    The reason I stopped playing ESO 'till there's a word to the vampire madness. This isn't elder scrolls anymore. This is some bad ballanced vampire/vampire killing game.

    Vampires along with WW's are meant to be very rare.

    Funny thing is I remember Matt Firor saying in an early interview before the game launches, "Both vampire and WW will be on game, but both will have considerable drawbacks. It would not be funny if in a fight everyone turned to WW or was a vampire"

    Joke's on you ZoS.

    Vamps and WWs arent rare at all, just they are holstile for everyone, and well. DRAWBACKS. Vampirism has no drawbacks, ww is a big drawback only. IF vamps would be like WW, 30 sec lameness without be able to do anything, it would be not a problem. Vamp ulti is turn into vampire lord and use the 2 abilities, and without swarm is what it should be. Not the currently OP crap.

    Yes they are rare in ES lore. Both of them. Also we are talking about a 3 fanction war here and 70% of the alliance's soldiers are undead? .. yeah sure...

    Also yes there are drawbacks in both WW and vamp lines, but in the vamp case, you gain so much, that the drawbacks seem minimum.

    If this was not the case, then vamps would not be close to 70% of the total pvp population
  • hasselhoffman
    hasselhoffman
    ✭✭✭
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....

    Give me a break dude with these three abilities vampires and werewolves are glass cannons if executed properly.

    Firstly dawnbreaker, "Deals [x] Magic Damage to enemies in front of player, with 60% additional damage to undead and Daedric enemies" Not good enough for you? This is a deal sealer right here.

    Secondly Turn Undead , "for 20 seconds: creates an area of protection
    Friendly targets nearby have Armor and Spell Resistance increased by [x], and an additional [x] against undead and Daedric attackers. When cast, undead and Daedra in the area take [x] Magic Damage and have fear instilled for 4 seconds." This one might not be good enough for you as well when dealing with multiple bat swarms.

    Lastly Camoflauge hunter (my faves), "For 13 seconds: 20% chance on hit to deal an additional [x] Magic Damage to undead and Daedra enemies. Killing an undead or Daedra increases duration by 15 seconds. Always hits undead or Daedra for [x] Magic Damage when stealthed" Like the others listed this probably isn't good enough for you, which synergies nicely with a bow.

    The negative passives that the classes have and the great fighters guild abilities that I listed, WRECK werewolves and vampires. Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar.

    @ZoS_JessicaFolsom
    Edited by hasselhoffman on August 29, 2014 6:08PM
  • Pseudonym
    Pseudonym
    ✭✭✭
    Fighters Guild. Check out those skills. You're welcome.
  • AllPlayAndNoWork
    AllPlayAndNoWork
    ✭✭✭✭✭
    "Turn Undead" morph of the Circle of protection from the fighters guild skill line.

    'Nuff Said.

    He is right, try fighting a vamp or even a group of vamps with this skill. Makes vamps useless.

    Lets get the quote train goin'

    I'm not sure this works right - ive tried/tested this against Vamp DK's in Chillrend and it does not instill fear in them, they still carry on as normal doing a paltry 120 damage....... useless - better off using mass hysteria.

  • Columba
    Columba
    ✭✭✭✭✭
    is this a serious discussion? ^^
    look at your campaign's top 10 fraction leaderboards, at least 80% of these players are batswarming vampires. are you sure this is just a you-only-have-to-know-how-to-face-them-issue? do you think top 10 players are vamp loving role players?
    they realized that batswarm - espacially clouding swarm - is way stronger than their class ultimates. you don't give an F about the drawbacks as long as you can deal up to 2k dmg to a non capped amount of players while you're invisible ^^
    whoever tries to make you believe something else insults your intelligence.

    it's obvious that there's a problem. the vamp players just want to keep their god mode because they can't play decently without an exploit. I encourage all of you who are sick of this to persistantly and politely provide complaints to zenimax. I do so on a daily basis. perhaps 100K complaints would change their minds.

    Edited by Columba on August 29, 2014 6:24PM
  • Columba
    Columba
    ✭✭✭✭✭
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....

    Give me a break dude with these three abilities vampires and werewolves are glass cannons if executed properly.

    Firstly dawnbreaker, "Deals [x] Magic Damage to enemies in front of player, with 60% additional damage to undead and Daedric enemies" Not good enough for you? This is a deal sealer right here.

    Secondly Turn Undead , "for 20 seconds: creates an area of protection
    Friendly targets nearby have Armor and Spell Resistance increased by [x], and an additional [x] against undead and Daedric attackers. When cast, undead and Daedra in the area take [x] Magic Damage and have fear instilled for 4 seconds." This one might not be good enough for you as well when dealing with multiple bat swarms.

    Lastly Camoflauge hunter (my faves), "For 13 seconds: 20% chance on hit to deal an additional [x] Magic Damage to undead and Daedra enemies. Killing an undead or Daedra increases duration by 15 seconds. Always hits undead or Daedra for [x] Magic Damage when stealthed" Like the others listed this probably isn't good enough for you, which synergies nicely with a bow.

    The negative passives that the classes have and the great fighters guild abilities that I listed, WRECK werewolves and vampires. Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar.

    @ZoS_JessicaFolsom

    so your solution is to fill up your skill bar simply to deal with vamps? you don't see an issue with that?

  • hasselhoffman
    hasselhoffman
    ✭✭✭
    "Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar." @Columba‌ So no.
    Edited by hasselhoffman on August 29, 2014 6:31PM
  • Pseudonym
    Pseudonym
    ✭✭✭
    Columba wrote: »
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....

    Give me a break dude with these three abilities vampires and werewolves are glass cannons if executed properly.

    Firstly dawnbreaker, "Deals [x] Magic Damage to enemies in front of player, with 60% additional damage to undead and Daedric enemies" Not good enough for you? This is a deal sealer right here.

    Secondly Turn Undead , "for 20 seconds: creates an area of protection
    Friendly targets nearby have Armor and Spell Resistance increased by [x], and an additional [x] against undead and Daedric attackers. When cast, undead and Daedra in the area take [x] Magic Damage and have fear instilled for 4 seconds." This one might not be good enough for you as well when dealing with multiple bat swarms.

    Lastly Camoflauge hunter (my faves), "For 13 seconds: 20% chance on hit to deal an additional [x] Magic Damage to undead and Daedra enemies. Killing an undead or Daedra increases duration by 15 seconds. Always hits undead or Daedra for [x] Magic Damage when stealthed" Like the others listed this probably isn't good enough for you, which synergies nicely with a bow.

    The negative passives that the classes have and the great fighters guild abilities that I listed, WRECK werewolves and vampires. Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar.

    @ZoS_JessicaFolsom

    so your solution is to fill up your skill bar simply to deal with vamps? you don't see an issue with that?

    You have two skill bars, that's 10 (12) slots, and there are only 3-4 useful skills against them, so nobody is 'filling up their bar' with vampire only skills. Not to mention that with the perk for it, your vampire slaying skills also work against werewolves.

    Personally, I just keep Expert Hunter or Silver Shards on one of my bars and I'm fine. If you don't want to adapt to your enemy, then you deserve to die.
  • hasselhoffman
    hasselhoffman
    ✭✭✭
    @Pseudonym‌ adaptability? What's that?
  • Columba
    Columba
    ✭✭✭✭✭
    ok so fill up a skill bar is your solution. lol god mode defense ftw!
    Edited by Columba on August 29, 2014 6:56PM
  • hasselhoffman
    hasselhoffman
    ✭✭✭
    ....
    Edited by hasselhoffman on August 29, 2014 7:04PM
  • Columba
    Columba
    ✭✭✭✭✭
    silver leash is hitting vamps for less than 50% of what it was a few weeks ago. % chance to banish has gone down dramatically as well. It's tracking at about 1% now.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Pseudonym wrote: »
    Columba wrote: »
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....

    Give me a break dude with these three abilities vampires and werewolves are glass cannons if executed properly.

    Firstly dawnbreaker, "Deals [x] Magic Damage to enemies in front of player, with 60% additional damage to undead and Daedric enemies" Not good enough for you? This is a deal sealer right here.

    Secondly Turn Undead , "for 20 seconds: creates an area of protection
    Friendly targets nearby have Armor and Spell Resistance increased by [x], and an additional [x] against undead and Daedric attackers. When cast, undead and Daedra in the area take [x] Magic Damage and have fear instilled for 4 seconds." This one might not be good enough for you as well when dealing with multiple bat swarms.

    Lastly Camoflauge hunter (my faves), "For 13 seconds: 20% chance on hit to deal an additional [x] Magic Damage to undead and Daedra enemies. Killing an undead or Daedra increases duration by 15 seconds. Always hits undead or Daedra for [x] Magic Damage when stealthed" Like the others listed this probably isn't good enough for you, which synergies nicely with a bow.

    The negative passives that the classes have and the great fighters guild abilities that I listed, WRECK werewolves and vampires. Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar.

    @ZoS_JessicaFolsom

    so your solution is to fill up your skill bar simply to deal with vamps? you don't see an issue with that?

    You have two skill bars, that's 10 (12) slots, and there are only 3-4 useful skills against them, so nobody is 'filling up their bar' with vampire only skills. Not to mention that with the perk for it, your vampire slaying skills also work against werewolves.

    Personally, I just keep Expert Hunter or Silver Shards on one of my bars and I'm fine. If you don't want to adapt to your enemy, then you deserve to die.

    Vamps don't need fighter's guild skills because they are on one level with other vamps already but other people have to use them :/ ?

    I fight vamps efficiently (and am no vamp) without those crappy skills that most of all will hinder you from being able to adapt to different situations because they are not the non-plus-ultra against vamps but nearly useless against other players yet still need slots on your skillbar.

    I consider clouding swarm and dark stalker as to powerful, for the rest of the vamp abilities the drawbacks are heavy enough in my opinion.

    But also the players need to learn to fight vampires correctly. My non-vamp sorc have been called a DK vamp by the enemy faction's noobs several times by now, so ZOS, if you change anything at their balance in the future just don't hear on all the crying idiots, that doesnt't help anyone.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • yelloweyedemon
    yelloweyedemon
    ✭✭✭
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....

    Give me a break dude with these three abilities vampires and werewolves are glass cannons if executed properly.

    Firstly dawnbreaker, "Deals [x] Magic Damage to enemies in front of player, with 60% additional damage to undead and Daedric enemies" Not good enough for you? This is a deal sealer right here.

    Secondly Turn Undead , "for 20 seconds: creates an area of protection
    Friendly targets nearby have Armor and Spell Resistance increased by [x], and an additional [x] against undead and Daedric attackers. When cast, undead and Daedra in the area take [x] Magic Damage and have fear instilled for 4 seconds." This one might not be good enough for you as well when dealing with multiple bat swarms.

    Lastly Camoflauge hunter (my faves), "For 13 seconds: 20% chance on hit to deal an additional [x] Magic Damage to undead and Daedra enemies. Killing an undead or Daedra increases duration by 15 seconds. Always hits undead or Daedra for [x] Magic Damage when stealthed" Like the others listed this probably isn't good enough for you, which synergies nicely with a bow.

    The negative passives that the classes have and the great fighters guild abilities that I listed, WRECK werewolves and vampires. Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar.

    @ZoS_JessicaFolsom

    First of all the Flawless Dawnbreaker is an ult ability. If I remember correctly it requires 250 ult to be activated. You can't have it up all the time.

    The turn undead has a super small radius and with all the negate magic on a group fight, it is pretty much useless.

    The Camo hunter is the only thing worth using against vampires, and that is IF you start the fight with a sneak attack. (Mostly a tool for NB's with burst damage build)

    SO no there are no abilities that "wreck" vamps or WW's.

    WW's are just underpowered that's why there are so small in numbers. Vampires on the other hand are now more in numbers than actual "humans".

    Nothing more to say I think.. the numbers speak for themselves. A blind man could see something's wrong with the vampire population in this game.
  • Pseudonym
    Pseudonym
    ✭✭✭
    ToRelax wrote: »
    Pseudonym wrote: »
    Columba wrote: »
    Give the werewolves AoE, or resistance to it...

    Make the fighters guild abilities more effective against vampires... or somehow help negate in better fashions. Between all the negates and aoes flying... the fighters guild abilities are just being pushed away.

    Lots of different options. Personally I'm for boosting the werewolves as a counter, and then going back through and re-evaluating the fighters guild abilities to account for the changes.

    Lots of changes.

    Boosting WW to vampire levels will just cause the remaining "humans" to become WW's.

    What needs to be done is boost/alter the fighters guild abilities to something actually powerfull. Also players being either WW or vamps should not have access to fighters guild passives or skills.

    But on the point about vampire population, and I hope the devs realise it soon @ZoS_JessicaFolsom is the dark stalker passive. The passive is so ridiculously overpowered for what it is. You are basically removing the sneaking penalty allowing everyone to sneaking at the speed they would just walk.

    Drop or alter the dark stalker passive, and you'll see how much the vampire problem will change. Half the vampires (probably more) are being vampire just for that, and who wouldn't....

    Give me a break dude with these three abilities vampires and werewolves are glass cannons if executed properly.

    Firstly dawnbreaker, "Deals [x] Magic Damage to enemies in front of player, with 60% additional damage to undead and Daedric enemies" Not good enough for you? This is a deal sealer right here.

    Secondly Turn Undead , "for 20 seconds: creates an area of protection
    Friendly targets nearby have Armor and Spell Resistance increased by [x], and an additional [x] against undead and Daedric attackers. When cast, undead and Daedra in the area take [x] Magic Damage and have fear instilled for 4 seconds." This one might not be good enough for you as well when dealing with multiple bat swarms.

    Lastly Camoflauge hunter (my faves), "For 13 seconds: 20% chance on hit to deal an additional [x] Magic Damage to undead and Daedra enemies. Killing an undead or Daedra increases duration by 15 seconds. Always hits undead or Daedra for [x] Magic Damage when stealthed" Like the others listed this probably isn't good enough for you, which synergies nicely with a bow.

    The negative passives that the classes have and the great fighters guild abilities that I listed, WRECK werewolves and vampires. Nothing wrong with the classes IMO, especially when you have any of these abilities slotted on your bar.

    @ZoS_JessicaFolsom

    so your solution is to fill up your skill bar simply to deal with vamps? you don't see an issue with that?

    You have two skill bars, that's 10 (12) slots, and there are only 3-4 useful skills against them, so nobody is 'filling up their bar' with vampire only skills. Not to mention that with the perk for it, your vampire slaying skills also work against werewolves.

    Personally, I just keep Expert Hunter or Silver Shards on one of my bars and I'm fine. If you don't want to adapt to your enemy, then you deserve to die.

    Vamps don't need fighter's guild skills because they are on one level with other vamps already but other people have to use them :/ ?

    I fight vamps efficiently (and am no vamp) without those crappy skills that most of all will hinder you from being able to adapt to different situations because they are not the non-plus-ultra against vamps but nearly useless against other players yet still need slots on your skillbar.

    I consider clouding swarm and dark stalker as to powerful, for the rest of the vamp abilities the drawbacks are heavy enough in my opinion.

    But also the players need to learn to fight vampires correctly. My non-vamp sorc have been called a DK vamp by the enemy faction's noobs several times by now, so ZOS, if you change anything at their balance in the future just don't hear on all the crying idiots, that doesnt't help anyone.

    Well of course, a skill that works against one enemy might not work against another. That goes for all skills, not just the ones that are effective against vampires.

    That being said, it all depends on your own personal play-style and how you approach the battlefield. I sit back and snipe most people and apply debuffs from afar. I don't engage directly, but that's the job I've selected for myself; to provide support.

    Camouflaged Hunter isn't great against non undead/vampires/werewolves, you're right - but I activate it while in sneak anyway, because it's low cost and if I'm lucky; the person I'm sniping will be a vampire or werewolf (given their popularity, that's more often than not), but if they aren't it's no big deal. It doesn't hinder me in any way. I only need three skills most of the time, the others are situational.

    Vampires have some great skills and passives, and soon werewolves will too, but they also have some really big drawbacks. Learning to fight vampires and werewolves is no different to learning how to fight Dragon Knights and Sorcerers.

    Edit; I always manage to make at least one grammatical error.
    Edited by Pseudonym on August 29, 2014 9:22PM
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
    https://www.youtube.com/watch?v=pWQwXfOsKec

    16:43

    I have some more video like that i can upload as well.
  • Pseudonym
    Pseudonym
    ✭✭✭
    https://www.youtube.com/watch?v=pWQwXfOsKec

    16:43

    I have some more video like that i can upload as well.

    Scary, your bow skill bar looks a lot like mine.
  • Prazoot
    Prazoot
    It seems to me that one of the OP aspects of both Vamps and WW is that they have an additional passive line which if you choose not to go that route you don't have available to you. It would be nice to have a skill line that was a supernatural hunter line of skills that included some equivalent passives, which were not accessible to either Vamps or WW.
  • Panda244
    Panda244
    ✭✭✭✭✭
    I hope it's always dominated by vampires, as a single cast of Harness Magicka completely negates the damage they deal with batswarm, and they take more fire damage which as a DK I'm inclined to hand out for free, or I could just get on my NB and hit them with Silver Shards until it procs.... Vampires come 1.6, it'll be signing your own death warrant in PvP.
    Aldmeri Dominion For Life!
    Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

    #FreeZazeer
    #FreeGooey
    #FreeAsgari
    #FreeAoE
    #FreeSubtomik
    #FreeMBF

    Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • Mariiana
    Mariiana
    ✭✭
    Here's how it is...

    You have LESS survive-ability as a vamp.... (but in my opinion its more fun)

    So there really is no need to keep making these type of forum posts

    End of Story
    ~~~ EP ~~~
    Mariiana- VR16 Templar
    Mariiahna VR16 NB
    Roheel VR14 DK
    Xinthuur VR4 Sorc
  • WraithAzraiel
    WraithAzraiel
    ✭✭✭✭✭
    Well if they would've listened to the feedback and put a BLANKET CAP ON ULTIMATE COST REDUCTION, IE: Max reduction at 20% is generous.

    And just increased the cost of the Bat Swarm Ultimate instead of nerfing this and nerfing that, Vampires would be considerably less of a problem in Cyrodiil.

    I guarentee if there was another skill line with an ultimate that was a damage dealing aoe health drain, EVERYBODY and their mother would grind that skill line. Just so happens, Vampire is it.


    They've always just treated the symptoms, never the actual problem. Cheap Ultimate + RIDICULOUS Ultimate Cost Reduction = Everybody's a Vampire

    Now with the change to Ultimate generation but continue ignorance of the ridiculous amounts of Reduction a Sorc or DK is capable of, I predict we will see an unnoticeable drop in the amount of vampires dominating in Cyrodiil
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • WraithAzraiel
    WraithAzraiel
    ✭✭✭✭✭
    /thread
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
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