pikey2112b14a_ESO wrote: »I think vamps and werewolves are fine how they are, I look at them as almost like another race but they get some skills along with passives. They shouldn't be treated as a class. If you want more then penalties should apply.
Question: Does any one else notice that it isn't just fire damage we are actually weak to? I have been watching my bar for a while now and I get hit with cold damage for the same amount if not higher sometimes. What the heck is with that??
I am thinking we are weak to ALL Elemental damage, not just fire, and ZOS hasn't been saying anything.
mrskinskull wrote: »Vamps should weaken by daylight, just like in skyrim. The higher your vampire stage the worse your daytime penalty. There, problem solved.
xnhiddentruthx wrote: »Question: Does any one else notice that it isn't just fire damage we are actually weak to? I have been watching my bar for a while now and I get hit with cold damage for the same amount if not higher sometimes. What the heck is with that??
I am thinking we are weak to ALL Elemental damage, not just fire, and ZOS hasn't been saying anything.
Yes! I thought vampires should have resistance to cold damage but it seems to do the most damage to me asides from fire... Although I have fire resistance. As for health regeneration, I think health should regenerate faster at stage one, normal at 2, and less on 3 and 4. We are supposed to have enhanced regeneration abilities after all and that would be a good balance.
Vamps have the Undeath passive which can reduce damage up to 33% when you are low health. This offsets the extra fire damage you get. On top of that you have an increase in sneak speed which is really advantageous with the IC update. That's not all though, you also have an incredibly useful ultimate that is one of the best in the game and you get increased regen when you have it slotted. That seems pretty powerful to me. Remember, this game is about balance. If we were to follow lore and make vamps incredibly strong, fast, and have great regenerative abilities then there would be no such thing as balance.
In my opinion vamps are borderline OP, I think they should have stayed at 50% extra fire damage since all damage in Cyrodiil was already being reduced and now the Undeath passive completely masks the fire damage when at low health. Any more buffs to vamp and the 30% of Cyrodiil that aren't already vamps will join the crowd.The choice of being a vamp or a WW should force you into a certain playstyle. Going Vamp is one of the most practical choices in pvp atm.
I should add that I also find the other vamp skills incredibly useful but I play as a Templar so I don't have a good stun or an escape skill. A nightblade may find vamp less useful if they judge them by Mistform and the drain since they already have the best unblockable CC in the game and the best escape.
EDIT: Most builds don't revolve around health regen so the nerf to the regen is pretty much unnoticeable for people, plus if you don't like it then you can feed. It really isn't that big of a deal.
Something about mistform never sits right with me, for one how do you hurt something that is basically a Gas? I believe Vampires should be immune to stamina based attacks when it is used but magicka attacks will do more damage and beable to still attack you.CrowsDescend wrote: »This is an old topic.
Vampires are still strong if played right, like for example.. with over 2k spell damage, your bat swarm is lethal, against players too.
Mist form now is a little crap since you're more easier to see now than ever before, and target-able, stun-able-ish (NB's strike) and of course Snares will absolutely dominate you while mist forming, without Retreating Maneuvers activated.
I have 15% less Fire damage taken with Champion Points so I only take 10% more fire damage now, so it's good!
I think I'll always be a Vampire. It's not a choice, it's our way of life!
I stopped reading this old post after the OP compared the Werewolf and Vampire skills. Vampires can utilise all of their normal spells, where WW can only rely on what they are given. Either way, Vampires are fine
The drain takes entirely too long to cast even in pve, and then we can only use it once which is useless against bosses in and out of dungeons at the very least you should remove the restriction on only being able to use it once at least on bosses, and there should be at least one morph in which we have learned how to drain faster so it becomes an instant cast for those of us who love the shadow priest/warlock builds for our characters.
His Crayness wrote: »How vampires don't have a fear is beyond me. That's all I want.
GreenSoup2HoT wrote: »So many people who have no idea what they are talking about.
Undeath is only a 6-8% damage reduction. 6% at 50% hp to 8% at 33% hp.
Drain essence is not instant cast. It still is a channel. The only thing that changed was the heal and the fact you can use it more then once. You can also use it on people with cc immunity and not cc them. The skill is still worthless, it's like trying to use rapid's from the duel wield skill line.
Mist form is okay, however terrible. It should act like cloak and only be targetable by AoE's. Your a freaking mist, like a sword would hurt you. Now your hp just gets burned down.
Bat Swarm was amazing, now i feel its just good for clouding swarm. People pop negates and you can have a couple clouding swarm steel tornado guys.
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However there are many changes i would like to see done to vampire's.
1: 25% extra damage against vampire's for pvp balance with fighters guild abilitys. Vampires should not take so much increased damage. Let the 60% be for pve. It sucks when dawnbreaker can still 1 shot players who still try to use werewolf or vampire just to be put down instantly for trying.
This is debatable. People will say it's a counter yes, but try being on the recieving end dieing to it ever death beacause everyone uses it. Its just a little to high, i dont mind it being better against vamps but not a insta gib skill.
2: have stage one increase hp regen. Vampires have regen powers, at least they should since they are immortal.
With this you can have stage one and not slot a vamp abilitie and get more hp regen, or be stage 4 and slot vamp abilities and get stam + magicka regen with less hp regen.
Two possible routes instead of all the debuffs.
3: let mist form only get hit by AoE's or let us now heal in mist form since everyone can still hit you.
4: drain essence needs to be instant and act like a dot. Keeping the tether between you and your enemy while you can still attack. This way you can life leech while in combat and use other skills instead of doing nothing during the channal.
4: this would be really fun to have.
Feed off allies. Once you feed off a allie, give them a debuff of 100 hp regen for 1 hour. Can only feed once per stage until you go down 1 stage.
Now you can debuff your friends for fun, not a big deal but adds fun into the game.
1. "25% extra damage against vampire's"
You do realize you are saying that it sucks when Dawnbreaker 1 shots players ( which it doesn't) yet you want more damage to be done to vampire's. Lol
2. Stam and mag regen shouldn't be available at stage 1 then.
3. You want 75% damage reduction plus the ability to heal? That sounds incredibly OP especially since blocking has been nerfed. You are literally asking for a blocking mechanism that uses magicka instead of stamina and is incredibly efficient. You don't think that is *** to put it on the vamp playstyle? Every tank would use it. Everyone would go Vamp. Elder Scrolls Online: Vampire's Unlimited
4. So you want an ability that stuns, drains life from your opponent, heals you, and allows you to attack them while all this is happening? Who wouldn't just spam this in a fight and keep it up 90% of the time? Everybody would go vamp for that, it would be the most practical stun in the game. Vamps shouldn't be so good that you are gimping yourself if you don't become one. This and your last idea are ridiculously OP and only a fool would not utilize them.
5. Feeding off allies sounds like a troll's idea. This would be abused and it would be annoying as hell. I would only support this if the player became an outlaw immediately and I was able to kill him and loot him.
GreenSoup2HoT wrote: »1. "25% extra damage against vampire's"
You do realize you are saying that it sucks when Dawnbreaker 1 shots players ( which it doesn't) yet you want more damage to be done to vampire's. Lol
I did state leave the 60% extra damage to undead and daedra to npc's. Have 25% extra for vampire's. I'll edit for clarity.2. Stam and mag regen shouldn't be available at stage 1 then.
If you are stage one and slot vampire abilities, you loose out on 21% cost reduction being stage 4. So if you want to have the hp regen with stam and magicka regen be my guessed but your nerfing yourself since the abilities will cost significantly higher.3. You want 75% damage reduction plus the ability to heal? That sounds incredibly OP especially since blocking has been nerfed. You are literally asking for a blocking mechanism that uses magicka instead of stamina and is incredibly efficient. You don't think that is *** to put it on the vamp playstyle? Every tank would use it. Everyone would go Vamp. Elder Scrolls Online: Vampire's Unlimited
Being able to heal during mist form would be op maybe something to give it some type of reduced healing instead of 100%. Or let drain essence give you hp while in mist form for vampire skill synergy.4. So you want an ability that stuns, drains life from your opponent, heals you, and allows you to attack them while all this is happening? Who wouldn't just spam this in a fight and keep it up 90% of the time? Everybody would go vamp for that, it would be the most practical stun in the game. Vamps shouldn't be so good that you are gimping yourself if you don't become one. This and your last idea are ridiculously OP and only a fool would not utilize them.
I would like the ability to be more user friendly for vampire's. Since vampire's have currently reduced hp regen, this would act as if they still had hp regen, if your fighting a none vamp they are getting around 1k hp every 2 seconds anyway.
This would add a neat game-play style, you would have to break distance to stop the leech. You still need to slot it somewhere, it stun's yes but can be blocked. So if someone knew it was coming after the leech expired it would be easily countered.5. Feeding off allies sounds like a troll's idea. This would be abused and it would be annoying as hell. I would only support this if the player became an outlaw immediately and I was able to kill him and loot him.
This may be a troll idea but a fun one. Being able to feed in the imperial city is something that is lacking.
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I made my initial comment trigger worthy to spark some discussion. All these idea's are just idea's. You don't need to throw someone under the bus for having an idea no matter how crazy it may seem.
Some of these suggestions would be nice. Giving vampire's more incentive to use the skill's.