leandro.800ub17_ESO wrote: »With fire and fighters Guild skills put to use vamps have no chance
liquid_wolf 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.
yelloweyedemon 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.
ezareth_ESO wrote: »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.
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.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.
yelloweyedemon 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.
yelloweyedemon wrote: »liquid_wolf 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....
JackDaniell wrote: »Sypherpkub17_ESO wrote: »"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'
sirjohndeluxeb16_ESO wrote: »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.
hasselhoffman wrote: »yelloweyedemon wrote: »liquid_wolf 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
hasselhoffman wrote: »yelloweyedemon wrote: »liquid_wolf 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?
hasselhoffman wrote: »yelloweyedemon wrote: »liquid_wolf 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 wrote: »yelloweyedemon wrote: »liquid_wolf 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
hasselhoffman wrote: »yelloweyedemon wrote: »liquid_wolf 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.
https://www.youtube.com/watch?v=pWQwXfOsKecxsorusb14_ESO wrote: »https://www.youtube.com/watch?v=pWQwXfOsKec
16:43
I have some more video like that i can upload as well.