clayandaudrey_ESO wrote: »Afraid that mentioning vampires glow in the title may make this thread derail quickly
ontheleftcoast wrote: »
Vampires get the ability to avoid all damage for a few seconds and potentially use it to escape combat. Sure, there's a downside of being "immune" to healing spells but when you want to get your arse out of the battle this is pretty awesome. Wolfies can try casting Howl but it takes a few seconds, seems to be interruptible, and the monsters flee in random directions leaving you still in the middle when they regroup. Can you guess who has the edge here? Yup, Vampires. Again.
clayandaudrey_ESO wrote: »No I was referring the complaining of the fighters guild skill that will make vampires visible. Not the thread in general.
WraithAzraiel wrote: »
Might be nitpicking but this line is incorrect. You get a max of 4 seconds with 75% damage mitigation with Mist Form.
clayandaudrey_ESO wrote: »Afraid that mentioning vampires glow in the title may make this thread derail quickly
ontheleftcoast wrote: »Oh, like this is the first thread comparing the two classes? Pfft. My first title was "Werewolf Sucks, Vampire Rocks", because, quite frankly, that's how Zenimax has implemented the two classes. And as a fan of the wolf I'm severely disappointed. So I toned it down a notch and threw a pun about combustible vampires into the title. Still, curse you Zenimax for hobbling werewolves so much!
Ah, he explains himself in a calm manner. Now it makes sense right?clayandaudrey_ESO wrote: »No I was referring the complaining of the fighters guild skill that will make vampires visible. Not the thread in general.
ontheleftcoast wrote: »LOL, yeah, but I'm not a huge vampire fanboy so I didn't get that reference. Oh well. And won't WW have the same problem of standing out like a sore thumb? Or is it only Vampires that will get spotted by the new skill in the JS?
Whoa, again with a pretty unnecessary bash. Like, it's not like he's straight up insulting the other guy, but this is just so… unnecessary. Chill man.
With the upcoming update, Werewolves should also glow if you take the Fighter's Guild passive that makes undead/Daedric effects apply to Werewolves as well.
ontheleftcoast wrote: »won't WW have the same problem of standing out like a sore thumb? Or is it only Vampires that will get spotted by the new skill in the JS?
ontheleftcoast wrote: »clayandaudrey_ESO wrote: »No I was referring the complaining of the fighters guild skill that will make vampires visible. Not the thread in general.
LOL, yeah, but I'm not a huge vampire fanboy so I didn't get that reference. Oh well. And won't WW have the same problem of standing out like a sore thumb? Or is it only Vampires that will get spotted by the new skill in the JS?
WraithAzraiel wrote: »There's currently no talk of a "skill" coming out with the Justice System that will make Vampires stick out. Just that if they enter a city while Stage 3 or 4 they will be attack on sight, which will now require feeding before entering towns.
Forestd16b14_ESO wrote: »Image goes here
ontheleftcoast wrote: »clayandaudrey_ESO wrote: »Afraid that mentioning vampires glow in the title may make this thread derail quickly
Oh, like this is the first thread comparing the two classes? Pfft. My first title was "Werewolf Sucks, Vampire Rocks", because, quite frankly, that's how Zenimax has implemented the two classes. And as a fan of the wolf I'm severely disappointed. So I toned it down a notch and threw a pun about combustible vampires into the title. Still, curse you Zenimax for hobbling werewolves so much!
guybrushtb16_ESO wrote: »
They aren't classes. Neither are races. For some reason it annoys me when people call them that.
1) The healing just got nerfed.Then lets get down the skills themselves -- the Vampire ultimate is an ULTIMATE. Holy Bat Swarms, Batman! Devouring swarms of bats that heal while dishing out thousands of points of damage?! What's not to love? What's not to love?
Where the werewolf "ultimate" only earns that title because you're forced to slot it in your ultimate skill. And it lasts far too short a time and takes a horrendous amount of time to recharge. It is, possibly, the worst Ultimate skill in the game.
Vampires get a drain spell that not only stuns opponents while they're being drained it leaves them stunned afterwards. Crowd control and healing wrapped into one slot on your bar. Awesome! Werewolves get to leap into battle and do some damage. Umm, yeah. Hands (or maybe fangs) down -- vampires win again.
First, as someone already pointed out, it's a 75% reduction to damage, not 100%. During this time they can not use another ability to do damage or be healed.Vampires get the ability to avoid all damage for a few seconds and potentially use it to escape combat. Sure, there's a downside of being "immune" to healing spells but when you want to get your arse out of the battle this is pretty awesome. Wolfies can try casting Howl but it takes a few seconds, seems to be interruptible, and the monsters flee in random directions leaving you still in the middle when they regroup. Can you guess who has the edge here? Yup, Vampires. Again
Ok, so as a Vamp you don't need an escape route which tells me Mistform is useless. So what is left that makes Vampire so overpowering? Vamps only have 2 other abilities.I've only used Mistform a couple of times. Frankly, my Vampire is so overpowered compared to the monsters he's facing he doesn't need an escape route. So I must've been lucky and taken no damage while using it. Still, with its instant effect and relatively easy chaining potential it rocks compared to Howl.
Vampires that have not fed recently will be KOS to all guards. Werewolves would only be KOS if they transformed in front of the guards. And Vampire stealth doesn't make them any less likely to be detected, it just allows them to move quicker. Unless you’re a NB in which case it really doesn't do anything at all.And with the Justice System coming I failed to note that Vampires get a stealth advantage. Yeah, just another benefit for the Children of Lamae.
Nightreaver wrote: »Ok, I'm really trying to understand what makes Vampires so OP compared to Werewolves and I'm just not seeing it.
Comparing them on PTS
Werewolf: Unable to become Werewolf at will, must expend Ultimate to turn. Gains Ultimate when taking damage while in human form.
Vampire: Unable to become Humanoid at will, permanent Health regen debuff lowering Health regen by as much as 75%. Increased damage mitigation when under 50% Health.
Werewolf: Receives 50% increased damage from Poison (The least prevalent form of damage in the game.)
Vampire: Receives 50% increased damage from Fire (the most prevalent form of damage in the game.)
Werewolf Ultimate: PBAOE fear, increased Stamina, increased Armor, increased Run speed, adds DOT to Light attacks and gains access to 5 Werewolf abilities. Lasts 30 seconds but has options to extend duration.
Vampire Ultimate: Bat swarm PBAOE damage + Health return. Lasts 5 seconds.
Vampire abilities: available full time
Drain: 3 second Channeled Stun + damage + HOT. Cannot be reapplied to same target.
Morph 1 - Also recover Ultimate
Morph 2 - adds increased Recovery at night.
Mist: 75% damage reduction. ZERO healing. Duration 4 seconds
Morph 1 - adds Increased movement speed
Morph 2 - adds PBAOE Poison damage
Werewolf abilities: only available while in Werewolf form
Pounce: Damage + Stun
Morph 1 - PBAOE Damage + PBAOE Stun
Morph 2 - Increase Werewolf timer
Hircine Bounty: Instant cast Self Heal
Morph 1 -adds Increase weapon damage 10% for 17 Seconds
Morph 2 - adds Self HOT
Roar: PBAOE Fear, Disorient, Off-Balance
Morph 1 - adds Killing Feared enemies triggers PBAOE Disorient and Off Balance
Morph 2 - adds Increases weapon damage for allies for 10 seconds.
Howl: Damage + Knockdown
Morph 1 - adds increases Light/Heavy attack damage for allies for 15 seconds
Morph 2 - adds Increased damage to Feared targets
Infectious Claws: PBAOE Damage + DOT
Morph 1 - Target receives 40% reduction from Heals
Morph 2 - Player receives HOT
Passives
Vampire - Blood Ritual - Turn player into Vampire
Werewolf - Bloodmoon - Turn player into Werewolf
Vampire - Supernatural Recovery - Increase Magicka and Stamina regen 10%
Werewolf - Increase Stamina recovery from Heavy attacks 100%
Vampire - Savage Feeding - Reduces Health debuff + Self Heal (Can only feed while Hidden)
Werewolf - Devour - extends Werewolf timer + Self Heal
Vampire - Undeath - Increased damage mitigation when below 50%
Werewolf - Gain ultimate when taking damage in Human form
Vampire - Dark Stalker - Increase Stealth movement speed
Werewolf - Savage Strength - Increase Weapon Damage by 18%
Vampire - Unnatural Resistance - reduce Health Regen debuff
Call of the Pack - Increase duration of Werewolf form for allies.
Some Comments on your comparisons
Werewolf Poison vulnerability vs. Vampire Fire Vulnerability.
Or to put it another way…The least prevalent form of damage vs. the most prevalent form of damage.
Not even close Werewolf wins here. The gap becomes even wider when you add that in addition Vampires also get up to a 75% health regen debuff… Werewolf has no debuff.1) The healing just got nerfed.Then lets get down the skills themselves -- the Vampire ultimate is an ULTIMATE. Holy Bat Swarms, Batman! Devouring swarms of bats that heal while dishing out thousands of points of damage?! What's not to love? What's not to love?
2) It's a PBAOE. Step out of the circle and suddenly those thousands of points of damage and Healing become zero damage and zero healing.Where the werewolf "ultimate" only earns that title because you're forced to slot it in your ultimate skill. And it lasts far too short a time and takes a horrendous amount of time to recharge. It is, possibly, the worst Ultimate skill in the game.
Vampire ultimate lasts 5 seconds. Werewolf lasts 30 seconds with options to extend the duration.Vampires get a drain spell that not only stuns opponents while they're being drained it leaves them stunned afterwards. Crowd control and healing wrapped into one slot on your bar. Awesome! Werewolves get to leap into battle and do some damage. Umm, yeah. Hands (or maybe fangs) down -- vampires win again.
You're comparing apples to oranges. Vampire "Savage Feeding" compared to Werewolf "Devour" would be closer.
Vampire Savage Feeding:
Advantage - Self Heal + Target is stunned + reduce Health debuff
Disadvantage 1 - Only works on Humanoids
Disadvantage 2 - Player must be hidden so cannot be used if detected.
Disadvantage 3 - Cannot be used in combat
Disadvantage 4 - Cannot be used on same target more than once.
Disadvantage 5 - If player is hidden then odds are real good the player is at full health when feeding making any Heal from the ability nonexistent. Have yet to ever receive a single heal from this.
Werewolf Devour:
Advantage - Self Heal + extend Werewolf timer
Disadvantage 1 - Only works on corpses
Disadvantage 2 - Only works while in Werewolf form.First, as someone already pointed out, it's a 75% reduction to damage, not 100%. During this time they can not use another ability to do damage or be healed.Vampires get the ability to avoid all damage for a few seconds and potentially use it to escape combat. Sure, there's a downside of being "immune" to healing spells but when you want to get your arse out of the battle this is pretty awesome. Wolfies can try casting Howl but it takes a few seconds, seems to be interruptible, and the monsters flee in random directions leaving you still in the middle when they regroup. Can you guess who has the edge here? Yup, Vampires. Again
The Werewolf answer to this? Why Run?
Roar - PBAOE Fear + Disorientation + Off-Balance followed by your choice of
1) Claws - Instant cast damage to all enemies in front of you while either reducing their healing received by 40% or giving yourself a HOT.
2) Pounce - Instant cast damage + Stun to the targets you just knocked off balance
3) Howl - Instant cast Knockdown for 3 seconds + damage that can be increased by 30% to the targets you just Feared.
4) Hircine Bounty - Instant cast Self Heal which can be morphed to either add a self HOT or increase weapon damage.Ok, so as a Vamp you don't need an escape route which tells me Mistform is useless. So what is left that makes Vampire so overpowering? Vamps only have 2 other abilities.I've only used Mistform a couple of times. Frankly, my Vampire is so overpowered compared to the monsters he's facing he doesn't need an escape route. So I must've been lucky and taken no damage while using it. Still, with its instant effect and relatively easy chaining potential it rocks compared to Howl.
Bat swarm? It requires ultimate and only lasts 5 seconds so can hardly be spammed.
Drain? 3 second Channeled Stun + damage + HOT. Cannot be reapplied to same target while leaving you open to attack from other enemies while channeling. Does anyone actually keep this up on their bar?
That's it, those are the only abilities that Vamps have.Vampires that have not fed recently will be KOS to all guards. Werewolves would only be KOS if they transformed in front of the guards. And Vampire stealth doesn't make them any less likely to be detected, it just allows them to move quicker. Unless you’re a NB in which case it really doesn't do anything at all.And with the Justice System coming I failed to note that Vampires get a stealth advantage. Yeah, just another benefit for the Children of Lamae.
ExiledKhallisi wrote: »Trying? Its a no brainer.
A near spammable insane ultimate that when in stage 4 coupled with ult reduction class passives allows for costs as low as 100ish ult that moves with you and returns life while damaging everything in a huge radius. Some builds can sustain it indefinitely while being almost invincible to multiple enemy players.
Vamp passives work in human form.
Damage reduction passive at low health.
That's why in a nutshell.
ontheleftcoast wrote: »Leveling my wolf to mastery was a chore and a grind quite literally. Because it takes a ridiculous amount of Ultimate to trigger wolf, you spend like 60 seconds in wolf form, and since your skills for wolf only level while you're in wolf form I still haven't morphed some of the skills despite maxing out the class level. I was somewhere around VR5 in Cadwell's Silver before I maxed the class level and by then it was getting hard to play as werewolf. Yeah.. er, BOO!
ExiledKhallisi wrote: »Nightreaver wrote: »Ok, I'm really trying to understand what makes Vampires so OP compared to Werewolves and I'm just not seeing it.
Comparing them on PTS
Werewolf: Unable to become Werewolf at will, must expend Ultimate to turn. Gains Ultimate when taking damage while in human form.
Vampire: Unable to become Humanoid at will, permanent Health regen debuff lowering Health regen by as much as 75%. Increased damage mitigation when under 50% Health.
Werewolf: Receives 50% increased damage from Poison (The least prevalent form of damage in the game.)
Vampire: Receives 50% increased damage from Fire (the most prevalent form of damage in the game.)
Werewolf Ultimate: PBAOE fear, increased Stamina, increased Armor, increased Run speed, adds DOT to Light attacks and gains access to 5 Werewolf abilities. Lasts 30 seconds but has options to extend duration.
Vampire Ultimate: Bat swarm PBAOE damage + Health return. Lasts 5 seconds.
Vampire abilities: available full time
Drain: 3 second Channeled Stun + damage + HOT. Cannot be reapplied to same target.
Morph 1 - Also recover Ultimate
Morph 2 - adds increased Recovery at night.
Mist: 75% damage reduction. ZERO healing. Duration 4 seconds
Morph 1 - adds Increased movement speed
Morph 2 - adds PBAOE Poison damage
Werewolf abilities: only available while in Werewolf form
Pounce: Damage + Stun
Morph 1 - PBAOE Damage + PBAOE Stun
Morph 2 - Increase Werewolf timer
Hircine Bounty: Instant cast Self Heal
Morph 1 -adds Increase weapon damage 10% for 17 Seconds
Morph 2 - adds Self HOT
Roar: PBAOE Fear, Disorient, Off-Balance
Morph 1 - adds Killing Feared enemies triggers PBAOE Disorient and Off Balance
Morph 2 - adds Increases weapon damage for allies for 10 seconds.
Howl: Damage + Knockdown
Morph 1 - adds increases Light/Heavy attack damage for allies for 15 seconds
Morph 2 - adds Increased damage to Feared targets
Infectious Claws: PBAOE Damage + DOT
Morph 1 - Target receives 40% reduction from Heals
Morph 2 - Player receives HOT
Passives
Vampire - Blood Ritual - Turn player into Vampire
Werewolf - Bloodmoon - Turn player into Werewolf
Vampire - Supernatural Recovery - Increase Magicka and Stamina regen 10%
Werewolf - Increase Stamina recovery from Heavy attacks 100%
Vampire - Savage Feeding - Reduces Health debuff + Self Heal (Can only feed while Hidden)
Werewolf - Devour - extends Werewolf timer + Self Heal
Vampire - Undeath - Increased damage mitigation when below 50%
Werewolf - Gain ultimate when taking damage in Human form
Vampire - Dark Stalker - Increase Stealth movement speed
Werewolf - Savage Strength - Increase Weapon Damage by 18%
Vampire - Unnatural Resistance - reduce Health Regen debuff
Call of the Pack - Increase duration of Werewolf form for allies.
Some Comments on your comparisons
Werewolf Poison vulnerability vs. Vampire Fire Vulnerability.
Or to put it another way…The least prevalent form of damage vs. the most prevalent form of damage.
Not even close Werewolf wins here. The gap becomes even wider when you add that in addition Vampires also get up to a 75% health regen debuff… Werewolf has no debuff.1) The healing just got nerfed.Then lets get down the skills themselves -- the Vampire ultimate is an ULTIMATE. Holy Bat Swarms, Batman! Devouring swarms of bats that heal while dishing out thousands of points of damage?! What's not to love? What's not to love?
2) It's a PBAOE. Step out of the circle and suddenly those thousands of points of damage and Healing become zero damage and zero healing.Where the werewolf "ultimate" only earns that title because you're forced to slot it in your ultimate skill. And it lasts far too short a time and takes a horrendous amount of time to recharge. It is, possibly, the worst Ultimate skill in the game.
Vampire ultimate lasts 5 seconds. Werewolf lasts 30 seconds with options to extend the duration.Vampires get a drain spell that not only stuns opponents while they're being drained it leaves them stunned afterwards. Crowd control and healing wrapped into one slot on your bar. Awesome! Werewolves get to leap into battle and do some damage. Umm, yeah. Hands (or maybe fangs) down -- vampires win again.
You're comparing apples to oranges. Vampire "Savage Feeding" compared to Werewolf "Devour" would be closer.
Vampire Savage Feeding:
Advantage - Self Heal + Target is stunned + reduce Health debuff
Disadvantage 1 - Only works on Humanoids
Disadvantage 2 - Player must be hidden so cannot be used if detected.
Disadvantage 3 - Cannot be used in combat
Disadvantage 4 - Cannot be used on same target more than once.
Disadvantage 5 - If player is hidden then odds are real good the player is at full health when feeding making any Heal from the ability nonexistent. Have yet to ever receive a single heal from this.
Werewolf Devour:
Advantage - Self Heal + extend Werewolf timer
Disadvantage 1 - Only works on corpses
Disadvantage 2 - Only works while in Werewolf form.First, as someone already pointed out, it's a 75% reduction to damage, not 100%. During this time they can not use another ability to do damage or be healed.Vampires get the ability to avoid all damage for a few seconds and potentially use it to escape combat. Sure, there's a downside of being "immune" to healing spells but when you want to get your arse out of the battle this is pretty awesome. Wolfies can try casting Howl but it takes a few seconds, seems to be interruptible, and the monsters flee in random directions leaving you still in the middle when they regroup. Can you guess who has the edge here? Yup, Vampires. Again
The Werewolf answer to this? Why Run?
Roar - PBAOE Fear + Disorientation + Off-Balance followed by your choice of
1) Claws - Instant cast damage to all enemies in front of you while either reducing their healing received by 40% or giving yourself a HOT.
2) Pounce - Instant cast damage + Stun to the targets you just knocked off balance
3) Howl - Instant cast Knockdown for 3 seconds + damage that can be increased by 30% to the targets you just Feared.
4) Hircine Bounty - Instant cast Self Heal which can be morphed to either add a self HOT or increase weapon damage.Ok, so as a Vamp you don't need an escape route which tells me Mistform is useless. So what is left that makes Vampire so overpowering? Vamps only have 2 other abilities.I've only used Mistform a couple of times. Frankly, my Vampire is so overpowered compared to the monsters he's facing he doesn't need an escape route. So I must've been lucky and taken no damage while using it. Still, with its instant effect and relatively easy chaining potential it rocks compared to Howl.
Bat swarm? It requires ultimate and only lasts 5 seconds so can hardly be spammed.
Drain? 3 second Channeled Stun + damage + HOT. Cannot be reapplied to same target while leaving you open to attack from other enemies while channeling. Does anyone actually keep this up on their bar?
That's it, those are the only abilities that Vamps have.Vampires that have not fed recently will be KOS to all guards. Werewolves would only be KOS if they transformed in front of the guards. And Vampire stealth doesn't make them any less likely to be detected, it just allows them to move quicker. Unless you’re a NB in which case it really doesn't do anything at all.And with the Justice System coming I failed to note that Vampires get a stealth advantage. Yeah, just another benefit for the Children of Lamae.
Trying? Its a no brainer.
A near spammable insane ultimate that when in stage 4 coupled with ult reduction class passives allows for costs as low as 100ish ult that moves with you and returns life while damaging everything in a huge radius. Some builds can sustain it indefinitely while being almost invincible to multiple enemy players.
Vamp passives work in human form.
Damage reduction passive at low health.
That's why in a nutshell.
^
Nightreaver wrote: »Awesome, so now that you both have established how fast and easy it is to build ultimate there should be no problem keeping Werewolf up almost full time right?
WraithAzraiel wrote: »ExiledKhallisi wrote: »Nightreaver wrote: »Ok, I'm really trying to understand what makes Vampires so OP compared to Werewolves and I'm just not seeing it.
Comparing them on PTS
Werewolf: Unable to become Werewolf at will, must expend Ultimate to turn. Gains Ultimate when taking damage while in human form.
Vampire: Unable to become Humanoid at will, permanent Health regen debuff lowering Health regen by as much as 75%. Increased damage mitigation when under 50% Health.
Werewolf: Receives 50% increased damage from Poison (The least prevalent form of damage in the game.)
Vampire: Receives 50% increased damage from Fire (the most prevalent form of damage in the game.)
Werewolf Ultimate: PBAOE fear, increased Stamina, increased Armor, increased Run speed, adds DOT to Light attacks and gains access to 5 Werewolf abilities. Lasts 30 seconds but has options to extend duration.
Vampire Ultimate: Bat swarm PBAOE damage + Health return. Lasts 5 seconds.
Vampire abilities: available full time
Drain: 3 second Channeled Stun + damage + HOT. Cannot be reapplied to same target.
Morph 1 - Also recover Ultimate
Morph 2 - adds increased Recovery at night.
Mist: 75% damage reduction. ZERO healing. Duration 4 seconds
Morph 1 - adds Increased movement speed
Morph 2 - adds PBAOE Poison damage
Werewolf abilities: only available while in Werewolf form
Pounce: Damage + Stun
Morph 1 - PBAOE Damage + PBAOE Stun
Morph 2 - Increase Werewolf timer
Hircine Bounty: Instant cast Self Heal
Morph 1 -adds Increase weapon damage 10% for 17 Seconds
Morph 2 - adds Self HOT
Roar: PBAOE Fear, Disorient, Off-Balance
Morph 1 - adds Killing Feared enemies triggers PBAOE Disorient and Off Balance
Morph 2 - adds Increases weapon damage for allies for 10 seconds.
Howl: Damage + Knockdown
Morph 1 - adds increases Light/Heavy attack damage for allies for 15 seconds
Morph 2 - adds Increased damage to Feared targets
Infectious Claws: PBAOE Damage + DOT
Morph 1 - Target receives 40% reduction from Heals
Morph 2 - Player receives HOT
Passives
Vampire - Blood Ritual - Turn player into Vampire
Werewolf - Bloodmoon - Turn player into Werewolf
Vampire - Supernatural Recovery - Increase Magicka and Stamina regen 10%
Werewolf - Increase Stamina recovery from Heavy attacks 100%
Vampire - Savage Feeding - Reduces Health debuff + Self Heal (Can only feed while Hidden)
Werewolf - Devour - extends Werewolf timer + Self Heal
Vampire - Undeath - Increased damage mitigation when below 50%
Werewolf - Gain ultimate when taking damage in Human form
Vampire - Dark Stalker - Increase Stealth movement speed
Werewolf - Savage Strength - Increase Weapon Damage by 18%
Vampire - Unnatural Resistance - reduce Health Regen debuff
Call of the Pack - Increase duration of Werewolf form for allies.
Some Comments on your comparisons
Werewolf Poison vulnerability vs. Vampire Fire Vulnerability.
Or to put it another way…The least prevalent form of damage vs. the most prevalent form of damage.
Not even close Werewolf wins here. The gap becomes even wider when you add that in addition Vampires also get up to a 75% health regen debuff… Werewolf has no debuff.1) The healing just got nerfed.Then lets get down the skills themselves -- the Vampire ultimate is an ULTIMATE. Holy Bat Swarms, Batman! Devouring swarms of bats that heal while dishing out thousands of points of damage?! What's not to love? What's not to love?
2) It's a PBAOE. Step out of the circle and suddenly those thousands of points of damage and Healing become zero damage and zero healing.Where the werewolf "ultimate" only earns that title because you're forced to slot it in your ultimate skill. And it lasts far too short a time and takes a horrendous amount of time to recharge. It is, possibly, the worst Ultimate skill in the game.
Vampire ultimate lasts 5 seconds. Werewolf lasts 30 seconds with options to extend the duration.Vampires get a drain spell that not only stuns opponents while they're being drained it leaves them stunned afterwards. Crowd control and healing wrapped into one slot on your bar. Awesome! Werewolves get to leap into battle and do some damage. Umm, yeah. Hands (or maybe fangs) down -- vampires win again.
You're comparing apples to oranges. Vampire "Savage Feeding" compared to Werewolf "Devour" would be closer.
Vampire Savage Feeding:
Advantage - Self Heal + Target is stunned + reduce Health debuff
Disadvantage 1 - Only works on Humanoids
Disadvantage 2 - Player must be hidden so cannot be used if detected.
Disadvantage 3 - Cannot be used in combat
Disadvantage 4 - Cannot be used on same target more than once.
Disadvantage 5 - If player is hidden then odds are real good the player is at full health when feeding making any Heal from the ability nonexistent. Have yet to ever receive a single heal from this.
Werewolf Devour:
Advantage - Self Heal + extend Werewolf timer
Disadvantage 1 - Only works on corpses
Disadvantage 2 - Only works while in Werewolf form.First, as someone already pointed out, it's a 75% reduction to damage, not 100%. During this time they can not use another ability to do damage or be healed.Vampires get the ability to avoid all damage for a few seconds and potentially use it to escape combat. Sure, there's a downside of being "immune" to healing spells but when you want to get your arse out of the battle this is pretty awesome. Wolfies can try casting Howl but it takes a few seconds, seems to be interruptible, and the monsters flee in random directions leaving you still in the middle when they regroup. Can you guess who has the edge here? Yup, Vampires. Again
The Werewolf answer to this? Why Run?
Roar - PBAOE Fear + Disorientation + Off-Balance followed by your choice of
1) Claws - Instant cast damage to all enemies in front of you while either reducing their healing received by 40% or giving yourself a HOT.
2) Pounce - Instant cast damage + Stun to the targets you just knocked off balance
3) Howl - Instant cast Knockdown for 3 seconds + damage that can be increased by 30% to the targets you just Feared.
4) Hircine Bounty - Instant cast Self Heal which can be morphed to either add a self HOT or increase weapon damage.Ok, so as a Vamp you don't need an escape route which tells me Mistform is useless. So what is left that makes Vampire so overpowering? Vamps only have 2 other abilities.I've only used Mistform a couple of times. Frankly, my Vampire is so overpowered compared to the monsters he's facing he doesn't need an escape route. So I must've been lucky and taken no damage while using it. Still, with its instant effect and relatively easy chaining potential it rocks compared to Howl.
Bat swarm? It requires ultimate and only lasts 5 seconds so can hardly be spammed.
Drain? 3 second Channeled Stun + damage + HOT. Cannot be reapplied to same target while leaving you open to attack from other enemies while channeling. Does anyone actually keep this up on their bar?
That's it, those are the only abilities that Vamps have.Vampires that have not fed recently will be KOS to all guards. Werewolves would only be KOS if they transformed in front of the guards. And Vampire stealth doesn't make them any less likely to be detected, it just allows them to move quicker. Unless you’re a NB in which case it really doesn't do anything at all.And with the Justice System coming I failed to note that Vampires get a stealth advantage. Yeah, just another benefit for the Children of Lamae.
Trying? Its a no brainer.
A near spammable insane ultimate that when in stage 4 coupled with ult reduction class passives allows for costs as low as 100ish ult that moves with you and returns life while damaging everything in a huge radius. Some builds can sustain it indefinitely while being almost invincible to multiple enemy players.
Vamp passives work in human form.
Damage reduction passive at low health.
That's why in a nutshell.
^
You say that like we the Vampire players designed it that way. If ZOS would think instead of "AAAAAAAAAAAAAAAH WAVE THE NERFBAT THE KIDS ARE CRYING" and make Bat Swarm cost more and be immune to Ultimate cost reduction, there wouldn't be NEARLY as much Vampire hate as there is now.