joshdm2001_ESO wrote: »1. Stages 2-4. Your health regenerates a whopping 25,50,75% slower! Although, your Vampirism abilities cost 20,40,60% less health to cast.
PhatGrimReaper wrote: »What gets me is that the fire damage & health regen thing is always active, but the Werewolves weakness is only in Werewolf form, yet both have to have an ability slotted to receive the regen buff.
joshdm2001_ESO wrote: »Seriously though. The penalties for being a vampire are still way to harsh for the reward.
1. Stages 2-4. Your health regenerates a whopping 25,50,75% slower! Although, your Vampirism abilities cost 20,40,60% less health to cast. This is fairly dumb considering We only get 2 skills. Drain essence and mist form. Really? We all know the problems with mist form, and drain essence is meh. Hardly anyone uses this skill cause it's a 3 sec channel that locks you in place. So, I gotta be bogged down with feeding every 30 min to stay in stage 1 for this crap? Might as well just remove the stage penalties. Most people who use mist form aren't hurting for resources to the point they need to be in stages 2-4. These skills don't justify the penalties.
2. Extra fighters guild and fire damage. 25% fire damage and fighter guild undead damage for what? Just because I can sneak a little faster? I can go in stealth a tiny bit faster at night? How is this valuable in pvp or pve? With all the counters to sneak this is way over the top. Not to mention trying to do a trial as a vamp is just painful and I want to whack my head against the wall. In pvp people are wrecking vamps with dawn beaker of smiling, camo hunter, silver bolts, and fire skills. also I have to give up slots for fire resistance?
3. Vampire slot for extra regen. Really? The whole reason to take vamp is for regen and now I have to give up a slot for an extra whopping 10% regen? Whoppie.
I'm not sure what you are thinking Zos but these penalties are whacked for what we get. Maybe if we had the speed boosts fom days of old. I don't want to point out Wherewolf and am in no way calling for a nerf but they get a ton more skills and get crazy stamina regen passive. The new meta is to be a stamina Wherewolf build. Either tone down the vamp penalties or give us something meaningful to actually compensate for such harsh penalties.
So really it comes down to harsh penalties for lackluster skills, lackluster sneak bonus, and lackluster regens that werewolves get passively. Only good skill we get is an ultimate but I have to give up the mighty meteor. The game has come a long way since launch and the penalties may have sounded good back then under a different meta. Times have changed and it's time to seriously revamp the vamp.
Discuss
You vampires are mad because you have penalties. The undeath passive is beast the Ultimate is pretty good too and mist form is great as well. To have those good abilities there must be penalties. Don't be mad because being a vampire isn't a purely bonus thing.
As to why we see many vamps in PvP, I can't say precisely. A bit of coolness factor, a bit of misinformation and sticking to the old ways, a bit of clever use of the abilities (nightblade + Clouding Swarm), and whatnot. Numbers would be interesting for sure.
LBxFinalDeath wrote: »Passively?
Werewolves are FORCED to use the Ultimate on both bars if we want the regen.
So we have an insanely high costing ultimate and we are forced to use it if we want the stam buff.
At least Vampires have the get out of jail free card known as elusive mist which they can slot for their regen buffs without taking up an ultimate slot.
Werewolf has it MUCH worse than Vampires imo, they need to cut the Ult cost down to 150 or something....like 200 for normal werewolf and 150 or 100 for Pack Leader/Berserker morph
You get so many more positives for being a Vampire than a WW, the only good thing is WW's don't take more damage from anything 24/7 but thats not that much of a big deal anymore due to the fire dmg to vampires nerf.
So yeah....you guys become tanks when lower than 33% HP, you get stam AND magicka regen with the ability to slot useful skills (dat mist doe) that don't take up an ultimate slot while Werewolfies HAVE to slot the high cost ultimate that most of the time won't be usable when you actually need it...unless you go out of your way to get it.
Werewolves also only have one viable role in PvP which typically forces group play (trying to do anything other than tank while beating the enemy down as quickly as possible ends badly since you become public enemy number 1 always when you transform, you know those 30 reds and yellows that were fighting each other? Yeah they are gonna make a truce and go after you a solo player..while Vampires can quite literally fit any role with little difficulty.)
I like how you dodged everything I said earlier... x'DAs to why we see many vamps in PvP, I can't say precisely. A bit of coolness factor, a bit of misinformation and sticking to the old ways, a bit of clever use of the abilities (nightblade + Clouding Swarm), and whatnot. Numbers would be interesting for sure.
I think it's easier. Vampires are *** OP for PVP. Improved sneaking speed? OP. More regen? OP Bats? OP. 33% extra mitigation when low life? OP
25% increased fire damage? JOKE when you have CP system, enchantments, battle spirit. No health regen? JOKE penalty for a JOKE stat. Be affected by fighters guild skills? The only real downside, but requires your enemy use that skills in a game were you have 10 slots.
No way you are 1 shoted by a fire trebuchet nowdays. Im not vampire, i sit at 25k life and 15k spell resist and when im hit i have more than 10k life left to have plenty of time to purgue or heal. But if you pretend go around with 20k life in cyro, no spell resist, not have any healing or puegue skill, and not use red CP in elemental resistances, then its another history.
I like how you dodged everything I said earlier... x'DAs to why we see many vamps in PvP, I can't say precisely. A bit of coolness factor, a bit of misinformation and sticking to the old ways, a bit of clever use of the abilities (nightblade + Clouding Swarm), and whatnot. Numbers would be interesting for sure.
I think it's easier. Vampires are *** OP for PVP. Improved sneaking speed? OP. More regen? OP Bats? OP. 33% extra mitigation when low life? OP
25% increased fire damage? JOKE when you have CP system, enchantments, battle spirit. No health regen? JOKE penalty for a JOKE stat. Be affected by fighters guild skills? The only real downside, but requires your enemy use that skills in a game were you have 10 slots.
No way you are 1 shoted by a fire trebuchet nowdays. Im not vampire, i sit at 25k life and 15k spell resist and when im hit i have more than 10k life left to have plenty of time to purgue or heal. But if you pretend go around with 20k life in cyro, no spell resist, not have any healing or puegue skill, and not use red CP in elemental resistances, then its another history.
Alright, especially for you, my special little cookie:
Sneaking speed is not OP. When's the last time you dealt more damage because you could sneak faster into that crwod of enemies? xD
60 points more regen in my primary stat. OP as hell. [/sarcasm]
Bats. Discussable. It never kills, as it's a DoT. Healing has been cut. Clouding? I was under the same impression, until I got repeatedly telport striked by Nightblades over and over again while I had it active. OP, my wonderfully formed backside! xD
Extra mitigation is good, yes. For zero health regeneration? Kinda balanced here. Even with healers around, some free health periodically surely is a great thing.
CPs affect your enemy as well. 10% more resistance to elements for my vamp sorc against a non-vamp DK with same CP means that I will get hit around 15% harder by my enemy, wheras he/she will be hit 10 lighter. Difference stays at 25% percent. CP mitigation is situational.
And do you even know how many enchants with the corresponding increase in sustain/burst you had to sacrifice for a situational mitigation? More than you actually could!
No, I don't get onshot anymore. But it happened frequently pre-Imp, with the 40% weakness.
I like how you dodged everything I said earlier... x'DAs to why we see many vamps in PvP, I can't say precisely. A bit of coolness factor, a bit of misinformation and sticking to the old ways, a bit of clever use of the abilities (nightblade + Clouding Swarm), and whatnot. Numbers would be interesting for sure.
I think it's easier. Vampires are *** OP for PVP. Improved sneaking speed? OP. More regen? OP Bats? OP. 33% extra mitigation when low life? OP
25% increased fire damage? JOKE when you have CP system, enchantments, battle spirit. No health regen? JOKE penalty for a JOKE stat. Be affected by fighters guild skills? The only real downside, but requires your enemy use that skills in a game were you have 10 slots.
No way you are 1 shoted by a fire trebuchet nowdays. Im not vampire, i sit at 25k life and 15k spell resist and when im hit i have more than 10k life left to have plenty of time to purgue or heal. But if you pretend go around with 20k life in cyro, no spell resist, not have any healing or puegue skill, and not use red CP in elemental resistances, then its another history.
Alright, especially for you, my special little cookie:
Sneaking speed is not OP. When's the last time you dealt more damage because you could sneak faster into that crwod of enemies? xD
60 points more regen in my primary stat. OP as hell. [/sarcasm]
Bats. Discussable. It never kills, as it's a DoT. Healing has been cut. Clouding? I was under the same impression, until I got repeatedly telport striked by Nightblades over and over again while I had it active. OP, my wonderfully formed backside! xD
Extra mitigation is good, yes. For zero health regeneration? Kinda balanced here. Even with healers around, some free health periodically surely is a great thing.
CPs affect your enemy as well. 10% more resistance to elements for my vamp sorc against a non-vamp DK with same CP means that I will get hit around 15% harder by my enemy, wheras he/she will be hit 10 lighter. Difference stays at 25% percent. CP mitigation is situational.
And do you even know how many enchants with the corresponding increase in sustain/burst you had to sacrifice for a situational mitigation? More than you actually could!
No, I don't get onshot anymore. But it happened frequently pre-Imp, with the 40% weakness.
Sneaking faster helps me a lot, not during the fight but right before it when I'm setting up my situation from which I attack. It's extreme advantage which DOES affect the outcome uf that fight.
I like how you dodged everything I said earlier... x'DAs to why we see many vamps in PvP, I can't say precisely. A bit of coolness factor, a bit of misinformation and sticking to the old ways, a bit of clever use of the abilities (nightblade + Clouding Swarm), and whatnot. Numbers would be interesting for sure.
I think it's easier. Vampires are *** OP for PVP. Improved sneaking speed? OP. More regen? OP Bats? OP. 33% extra mitigation when low life? OP
25% increased fire damage? JOKE when you have CP system, enchantments, battle spirit. No health regen? JOKE penalty for a JOKE stat. Be affected by fighters guild skills? The only real downside, but requires your enemy use that skills in a game were you have 10 slots.
No way you are 1 shoted by a fire trebuchet nowdays. Im not vampire, i sit at 25k life and 15k spell resist and when im hit i have more than 10k life left to have plenty of time to purgue or heal. But if you pretend go around with 20k life in cyro, no spell resist, not have any healing or puegue skill, and not use red CP in elemental resistances, then its another history.
Alright, especially for you, my special little cookie:
Sneaking speed is not OP. When's the last time you dealt more damage because you could sneak faster into that crwod of enemies? xD
60 points more regen in my primary stat. OP as hell. [/sarcasm]
Bats. Discussable. It never kills, as it's a DoT. Healing has been cut. Clouding? I was under the same impression, until I got repeatedly telport striked by Nightblades over and over again while I had it active. OP, my wonderfully formed backside! xD
Extra mitigation is good, yes. For zero health regeneration? Kinda balanced here. Even with healers around, some free health periodically surely is a great thing.
CPs affect your enemy as well. 10% more resistance to elements for my vamp sorc against a non-vamp DK with same CP means that I will get hit around 15% harder by my enemy, wheras he/she will be hit 10 lighter. Difference stays at 25% percent. CP mitigation is situational.
And do you even know how many enchants with the corresponding increase in sustain/burst you had to sacrifice for a situational mitigation? More than you actually could!
No, I don't get onshot anymore. But it happened frequently pre-Imp, with the 40% weakness.
We vampires are mad because we have no bonuses. Under the current circumstances, I would be happy with vampirism doing those:
1. make your skin pale and eyes glowing
2. nothing
Would be way better. You sure haven't been onshot by CH ballistaes/trebuchets over and over again, I can tell. The ultimate is good, but there are way better ones, period. Mist Form won't save you and you surely are not causing damage with it. Undeath is good, but we pay with health regen and 10% more damage taken.
As to why we see many vamps in PvP, I can't say precisely. A bit of coolness factor, a bit of misinformation and sticking to the old ways, a bit of clever use of the abilities (nightblade + Clouding Swarm), and whatnot. Numbers would be interesting for sure.
Sneaking speed is not OP. When's the last time you dealt more damage because you could sneak faster into that crwod of enemies? xD
Bats. Discussable. It never kills, as it's a DoT. Healing has been cut. Clouding? I was under the same impression, until I got repeatedly telport striked by Nightblades over and over again while I had it active. OP, my wonderfully formed backside! xD