Devouring swarm doesn't prevent you from being 1 hit by fire and cold fire trebs.leepalmer95 wrote: »bowmanz607 wrote: »leepalmer95 wrote: »So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?
Except there is a whole skill tree with passives ti fight vamps.
and were wolfs?
Vamps get devouring swarm, the end.
ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
What about the Dunmer fire resist passive?
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
What about the bash enchants? Because they are pretty underpowered now.
Yes, those will be much more effective as well!
RazzPitazz wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
What about the bash enchants? Because they are pretty underpowered now.
Yes, those will be much more effective as well!
Will these fixes be retro active?
RazzPitazz wrote: »ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
What about the bash enchants? Because they are pretty underpowered now.
Yes, those will be much more effective as well!
Will these fixes be retro active?
bowmanz607 wrote: »leepalmer95 wrote: »bowmanz607 wrote: »leepalmer95 wrote: »So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?
Except there is a whole skill tree with passives ti fight vamps.
and were wolfs?
Vamps get devouring swarm, the end.
Werewolves need to be dealt with. No drawbacks of not transformed. Basically get a free buff.
How many PVE enemies have that skill tree and the passives?bowmanz607 wrote: »leepalmer95 wrote: »So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?
Except there is a whole skill tree with passives ti fight vamps.
|
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
How many PVE enemies have that skill tree and the passives?bowmanz607 wrote: »leepalmer95 wrote: »So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?
Except there is a whole skill tree with passives ti fight vamps.
How many PVE enemies have that skill tree and the passives?bowmanz607 wrote: »leepalmer95 wrote: »So what? it's going down from 40%-25% and now with improving the glyphs the only weakness of a vamp will be erased?
Except there is a whole skill tree with passives ti fight vamps.
ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
Desolationz wrote: »ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
What about the Dark Elves 'Resist Flame' racial passive. Please don't forget to patch that also, thanks.
leepalmer95 wrote: »So just to confirm:
The drawbacks or vamps is mainly the 40% fire dmg.
Next patch it's getting nerfed to 25%
With cp's can easily get this to 15%
Plus racial passives and glyths... so people can literally get rid of a vamps drawback?
@ZOS_GinaBruno I cannot find these enchants in the PTS template. I took all the enchants from the armor bag but there is no bash damage enchants.ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »All resistance enchants will be increased in the next update. We didn't forget!
What about the bash enchants? Because they are pretty underpowered now.
Yes, those will be much more effective as well!
bowmanz607 wrote: »Werewolves need to be dealt with. No drawbacks uf not transformed. Basically get a free buff.
bowmanz607 wrote: »Werewolves need to be dealt with. No drawbacks uf not transformed. Basically get a free buff.
I'm sick to death of this crap. How is having to slot two useless ultimates not a drawback?
There seems to be some confusion here about Vampire weaknesses. I'll gladly elaborate.
-fire, currently at a 40% and no viable way outside of ditching our precious champion points. This leads to Vampires constantly getting killed in one or two hits in PVE and PVP in regards to siege weaponry. Aside from Destro staves and Dragonknights also more easily obliterating us.
Lessening this to 25% is a reasonable start, and having viable enchants that can lessen it further come at the price of losing out on amazing other glyphs, such as the stamina/magicka cost reduction.
-Fighters guild ultimate, the ultimate dawnbreaker is currently widely used amongst many of the capable PVP-ers. Aside from giving a decent enough weapon damage increase it's also highly effective considering the insane amount of werewolves running about. (Who doesn't want a 15% stamina regen increase without a price?)
-Fighters guild passives, yeah, we all have plenty of points to spare, so why not invest in the passives of the fightersguild and get a "free" 9% extra damage on Vampires. Everyone with half a brain takes this.
-gimped health regeneration.
Nobody cares about this crappy stat, but oddly enough, losing at least 1k health regeneration is a noticeable difference.
So, to those whom say Vampires have no weaknesses left after these well deserved fixes:
9% extra damage taken from everyone
25% extra fire damage
-1k health per 2 seconds.
Weakness to fightersguild abilities.
In return we gain
10% extra stamina/magicka regeneration.
better stealthspeed
mediocre abilities/ultimate that probably won't be used.
The ability to gimp our fellow players with the same disadvantage once a week.
If this post does not convince you, play a Vampire for a while, see how much better the skill line is. Then bear in mind that we've been suffering this issues for over a year.
I posted awhile ago about how Fire Resist Glyphs were not updated to reflect the new number point system that 1.6 changed. Gina confirmed what I said here.ZOS_GinaBruno wrote: »Hi guys! We can confirm that resist enchants are lower than we’d like them to be. In our next major update, we’ll be increasing the effect of the resist enchants (including the Fire Resist Glyphs mentioned in this thread) so they’re higher than what you’re currently seeing, though not as high as they were prior to Update 6.
The only reason why I post this is because I don't want to read the patch notes for 1.7 one month from now and see that they missed Fire Resist glyphs.
That is all!
ishilb14_ESO wrote: »@ZOS_GinaBruno @ZOS_SamuelB
Bump
Several classes had changes to their racial passives in IC patch, when will Dunmer be included in the "FIX" list?
Adding @ZOS_JessicaFolsom to this so maybe we can get some feedback.