TheShadowScout wrote: »Yeah, and that is a discussion worth having.MornaBaine wrote: »Been begging them for this forever. They refuse to answer. It's incredibly frustrating. Pretty much any time vampires are mentioned, the post is ignored by the Devs and this has been true since day one.old_mufasa wrote: »Then take in to account vampire stages and feeding.. this one I find just more annoying then anything... Why cant we drain animals? why cant we stealth feed on non-enemy NPC's in towns... <--- this is a huge gripe to me. As long as you are not spotted by another npc you should be able to stealth feed on NPC's. Also stage one vampirism is way to short.. its should be backwards to the way it is.. hour for 1, 2 and 3 and 30 mins to get to 4.
Oh, and also... why no feeding on willing PC friends?
Why no "gourging" to extend stage 1 per another 30 minutes per additional feed??
Or why no magical ways to preserve blood somehow to have bottles woth of feedings for better stage control???
All things I'd love to see...
A vampire is a vampire - you always get access to your skills and passives, so you need to stop crying.
If you hate being a Vampire so much, then just don't.
For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
This change was the killing blow to my vamp existence.
joshdm2001_ESO wrote: »Give up dude. This community is toxic towards vamps. I've already had this fight and was beat down by the community. Doesn't matter what you say or how glaringly obvious that vamps are underpowered and unbalanced compared to ww, the community will always say they are op or balanced. Just because they hate vamps. ZOS thinks that balance = batswarm, speed, lackluster decreased damage passive, and magicka/stamina regen vs increased fire damage, fighters guild skills, usable slot, slow health regen, and 2 useless skills. Mist doesn't work right due to stacking cc and drain is pointless in pvp. It's a losing battle.
Whenever I follow such discussions, I imagine the rest of the community as the villagers that show up at the vampire players homes with torches and pitchforks...ShadowDisciple wrote: »lol .. ww's are bad... vamps are op and great... thats why im vamp...deal with itjoshdm2001_ESO wrote: »Give up dude. This community is toxic towards vamps. I've already had this fight and was beat down by the community. Doesn't matter what you say or how glaringly obvious that vamps are underpowered and unbalanced compared to ww, the community will always say they are op or balanced. Just because they hate vamps. ZOS thinks that balance = batswarm, speed, lackluster decreased damage passive, and magicka/stamina regen vs increased fire damage, fighters guild skills, usable slot, slow health regen, and 2 useless skills. Mist doesn't work right due to stacking cc and drain is pointless in pvp. It's a losing battle.
DRXHarbinger wrote: »^ agreed. WW should be a full time thing.
Your issues as a vampire stem primarily from the knowledge of how to beat them. Vampires used to be incredibly difficult to beat in pvp, and very little has changed to the vampire skill line since then. In fact, the fire damage debuff on vampires is actually less significant than it has been historically.
There is another factor that is not being considered here as well. Vampires take reduced damage at low health, which when used properly, can be very clutch. As a werewolf, the only benefit you retain outside of werewolf form is stamina recovery (provided it's on your bar) which is nice, but not a game changer in most cases. Keep in mind also that more and more people are learning to deal with werewolves now too. I've seen more than a handful of wolves go down as soon as they transformed. Both vamps and WWs have one key inherent flaw, and that's giving away your own weakness. A lot of people run poison enchants on their weapons in cyrodiil too, so not everyone is out to get just vamps.
So ask them to fix it instead of adding more crap that could potentially break. Move along.old_mufasa wrote: »undeath doesn't work... move along..
TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
joshdm2001_ESO wrote: »Give up dude. This community is toxic towards vamps. I've already had this fight and was beat down by the community. Doesn't matter what you say or how glaringly obvious that vamps are underpowered and unbalanced compared to ww, the community will always say they are op or balanced. Just because they hate vamps. ZOS thinks that balance = batswarm, speed, lackluster decreased damage passive, and magicka/stamina regen vs increased fire damage, fighters guild skills, usable slot, slow health regen, and 2 useless skills. Mist doesn't work right due to stacking cc and drain is pointless in pvp. It's a losing battle.
Trust me when i say this, I'm a vamp.
Vampire players were so freaking OP back then that it was pitiful looking at non-vamps in PvP. People had no idea what 'Fighter's guild' skill line even was. It was mostly a Vampire Dunmer DK FireMage fest on Cyrodiil. and it was okay. then 1.6 hit and vamps were struck over and over again. with a nerf after another, coming from as early as some 1.something patches.
That put aside, players who roll vampires in their builds are divided in 2, the ones who simply do it because they look cooler, i'm in this group, and the ones who still believe in the 1.5 meta builds.
Those in the latter are so much of horrible players that they needed those perks the OP vampire gave to them to be even barely effective. Those players are the same ones that went asking to remove Camo Hunter entirely even when it was not that skill that was broken, but in reality a mechanics Vampires had an advantage as. Those are toxic players, the kind that would roll a redguard Magicka DK if Deltia told them it was OP.
As far as Vampires go, tho', to get back in track, they HAVE very decent passives for damage mitigation there, and magicka and stam regen with a skill slotted (bat swarm win), and "Health regeneration" is not really a priority when a stamina build can proc Rally and be done with this, and a magicka build has either Mutagen or a frekin' healing ward ready.
Werewolves have it easy due to their weaknesses being only active when they are transformed, But then gain, an WW in human form is just that, human. Not the case with Vampires.
Really? i always get hit less in the last hits o.o".. Like, some strikes that hit me for 4~5k hit for 3 or even less the lower they are in teh recap... I guess it's situational ? ._.old_mufasa wrote: »undeath doesn't work.. I have tested this out and let a mob kill me just stood there and waited.. the last 5 hits were 2146.. no reduction at all what so ever.. so with that being broken you left with 1 good passive and one very situational passive. Most of what I suggested was QOL changes and scaling on the negatives to co inside with the stags of Vampirism.
They get no positive effects either. Which was the "point"old_mufasa wrote: »Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read again
I was talking about the backgrounds where "normal weapons" cannot hurt a vampire, through any of the injuries I mentioned, which would hamper or disable undead deaspite them being, well, undead. In pretty much all those backgrounds the extra power of vampires is "balanced" by insta-death in sunlight. Since that would really suck for players, TES games never went for the full effect, but with minor damage instead.old_mufasa wrote: »Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought not
Broken passives are a valid point.old_mufasa wrote: »That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.
Yes. One to balance the "package", another to balance the extra lifesteals and to make it better mesh with "undead" lore. The positives -are- worth the negatives in most parts. (especially since you can migrate the fire thing through c-points...)old_mufasa wrote: »/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
You started bringing in other classes when mentioning they don't get drawbacks for their lifesteals, neither nightblades nor mage-guildies. I was just continuing the thought.old_mufasa wrote: »What the hell.. what do other class have to do with anything... you starting to panic?
States the one who had to go "bold" to make a point. And for your information, ad hominem attacks is the resort of those whose arguments prove insufficient...old_mufasa wrote: »So much fail in your post...
TheShadowScout wrote: »They get no positive effects either. Which was the "point"old_mufasa wrote: »Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read again
And if they want to have their positive effects, they have to give up their untimate for it for the transformation (which can be wonky, or can be great, but still...)
Dur.. and vamps give up skills slots or a ultimate to get there passives... hence the 24/7 fire vulnerability.. but even so its still worse for a vamp as they get no passives but still hit with the fire vulnerability even if they don't slot any skills. Oh but wait.. vamps get even more negatives with a 25% to 75% health regen debuff that they have to manage on top of the fact there is more fire damage in the game then diseaseI was talking about the backgrounds where "normal weapons" cannot hurt a vampire, through any of the injuries I mentioned, which would hamper or disable undead deaspite them being, well, undead. In pretty much all those backgrounds the extra power of vampires is "balanced" by insta-death in sunlight. Since that would really suck for players, TES games never went for the full effect, but with minor damage instead.old_mufasa wrote: »Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought not
The line of argument was about that balance there. As in "let's not draw on strengths of backgrounds where the drawbacks are equally dire, since balance requires both" and with a notion to not recall that not being MMOs, a lot of those backgrounds are not supposed to be balanced, and thus can do what they want.
And yeah, in many background werewolves are mindless beasts under the full moon. Even in ESO many who haven't yet learned control can go that way... (a certain duke comes to mind). But in just as many, they aren't, one way or another. No valid argument to be had there either way.
Not going to get into lore side of it again.. as ESO has already broke lore for gameplay.. yep I know.. so throwing out lore as a reason to have reduced health regen you got nothing....Broken passives are a valid point.old_mufasa wrote: »That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.
Strenghts beyond other players capabilities without accompaning weaknesses, not.
The negative "pays" for the positive.
They already have one.. its called 100% uptime being vulnerable 25% fire damage one of the most if not the common damage type out side of physical damage.... but as per norm you totally spin and try to avoid the fact that WW only have one disadvantage while in WW form....
the only difference between Vamp and WW disadvantages should be that because the vampire always is stuck with 25% fire vulnerability its has access to its skills 100% of the time.. and WW have 25% disease vulnerability only in WW form and so they only get access to there WW skills and while they are in WW and vulnerable to disease.
You adding as I already said some miss guided notion that vampires have to pay extra for it being up 100% of the time.. they already did that with the 25% fire vulnerability...Yes. One to balance the "package", another to balance the extra lifesteals and to make it better mesh with "undead" lore. The positives -are- worth the negatives in most parts. (especially since you can migrate the fire thing through c-points...)old_mufasa wrote: »/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Again its a skill they have already paid for.. they didn't get "extra" life steal... Again with your twisted logic you would need to add a ton of more negatives to WW as they have heals, dps and CC all wrapped into one + passives.. so they should have massive amounts of added negatives in WW form other then just 25% disease vulnerability. Oh and before you try to say its not always active.. well there 25 disease is also not always active.. so logic says that...
Werewolfs: positives: while active gets 5 active skills with health/Stam and Magika boosts, damage reduction, CC, heals, gap closers, regen passives, damage passives.
Werewolf: negatives must slot in ultimate, while active take 25% more disease damage.
vs
Vampire: postives: always active, has 3 active skills with health drain, stam and magic regen and aoe ultimate movement passive and damage reduction passsives (currently not working correctly for everyone)
Negatives: negatives always active no matter if vampire skills are slotted or not, must have vampire skill slotted to gain any passives, 100% up time having 25% more damage from fire and health regen reduced between 25% to 75%
Those are not balanced.. a balanced vampire that would compare to what WW have should read...
Vampire balanced negatives: Must have a vampire skill slotted to gain passives, 25% extra fire damage while vampire skill is slotted.
or alternate balance negatives: Vampire passives active all the time with or with out skills slotted and vampire takes 25% more fire damage all the time.
those are balanced vs what WW have.
The better life steal... talk about making crap up.. For one then WW need a lot more negatives as they get 5 active skill including CC and healing and extra damage and regen and damage, regen passives while active.. so already you are way way way behind the balance curve. As all WW have is one negative for 5 active skills and damage and regen passives.You started bringing in other classes when mentioning they don't get drawbacks for their lifesteals, neither nightblades nor mage-guildies. I was just continuing the thought.old_mufasa wrote: »What the hell.. what do other class have to do with anything... you starting to panic?
AS game skills as in other skills heal and have no negative effects a negative that vamps already paid for with fire vulnerability.. not some stupid random Templar burning out stuff.... talk about panic in a argument..States the one who had to go "bold" to make a point. And for your information, ad hominem attacks is the resort of those whose arguments prove insufficient...old_mufasa wrote: »So much fail in your post...
What about throwing 25% into less damage from fire in champion points and throwing CP into increased spell resists and magic damage resists?
Would that make any difference or would NB still wreck you in 2 secs?
old_mufasa wrote: »TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
So much fail in your post...
old_mufasa wrote: »TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
So much fail in your post...
Cervanteseric85ub17_ESO wrote: »old_mufasa wrote: »TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
So much fail in your post...old_mufasa wrote: »TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
So much fail in your post...
So much fail in your thread. Vampires are perfectly fine as they are, as are WW's. If you have trouble performing with a vampire character it is strictly a L2P issue. So many vampires performing exceedingly well in both PVE and PVP.
old_mufasa wrote: »Cervanteseric85ub17_ESO wrote: »old_mufasa wrote: »TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
So much fail in your post...old_mufasa wrote: »TheShadowScout wrote: »So do I, and I have to agree.old_mufasa wrote: »I have both werewolf and vampire and they are not balanced...
My vampy alt does way better with her bloodsucking then my wolfy alt does with her part-time furryness.
The point is, vamps get both the good and the bad all the time.
Wolves only when they transform. (unless the extra staimian regen is still up in human form... I thought they changed that, have I misremembered that?)It has its point, but... yeah, not the greatest thing. If it was at least a toggle and could take you a bit farther that way...old_mufasa wrote: »Mist form is a out right joke.. when you could heal while in mist form it was .. well in pvp almost op but that was before 1 shot wonder bolts of the fighter guild skills.. So mist from is near pointless...WRONG.old_mufasa wrote: »Wolf ultimate vs Vampire.. both have them so they cancel out... even though Wolf form last a hell of a lot longer.. and it should imo.
Since the "wolf untimate" is a -prerequesite- for them to do ANY wolfy stuff. They can either have their wolfy stuff, or a proper ultimate, never both. While vampis can mix and match their vampy abilities as they please... that is a huge advantage.
Totally missing the point... as you don't TAKE ANY NEGATIVE EFFECTS WHEN NOT IN WW... <--- read againOr some tendons severed. Or a muscle. Bones broken. Eye split. Nerves cut. Joints damaged.old_mufasa wrote: »Ya there undead so why Vamps not given a physical damage reduction passive that has 100% uptime.. I mean after all your undead cuts and bruises should not really effect you unless you get your limb or head chopped off :-)
Heck, even mere "flesh wounds" could plausibly affect vampires since it'd make all their "stolen blood" seep out...
Of course, it could be argued that in many backgrounds, vampires are practically immune to mere mortal weapons. But then, it could also be argued that in pretty much all those backgrounds they burn to ash within instants under the sun...still want to continue that line of argument?
Yeah, thought so.
Not in ESO lore they took damage not instant death... and werewolfs were mindless beats under a full moon in other lore... still want to continue that line of argument? Yeah, thought notVampires has sunlight vulvnerability in other TES games, but they removed that because MMO. Not a choice I think was a good idea, but...old_mufasa wrote: »Also WW should be getting obliterated by silver and effected by the moon or vampires vulnerability to the sun is also not in game... so the whole undead and health regen argument is kinda moot...
The fighters guild line is also a bit non-traditional.
Traditionally silver should automatically affect werewolves, but not vampires, because "moon metal". And traditionally -blessed- weapons should affect vampires but not werewolves because "holy". And traditionally vampire abilities should not be useable during the day. And traditionally werewolves should be affected by the moon(s), and have to hunt and devour pray during the full moon, possibly becoming bestial and even attacking their own allies/family/loved ones. And traditionally starved vampires should also be prone to uncontrolled attacks whenever they get overwhelmed by all the bloodbags running around.
I can see that fighters guild might be into anti-daedra/undead blessings because of their big "fight Molag Bal" contract. I can see how they might expand that with using anti-werewolf magic, maybe.
Ther est... hey, -I- for one would like to see it in ESO, make vamps or werewolves feel more like borderline monsters then just people with an extra skill line. But that is a different discussion...
That's kinda the whole point.. and as a skill line having a 100% negative uptime with not so great passives is what's at issue or out right broken passives.... undeath does not work.That's -just- what I was saying.old_mufasa wrote: »Also you bring up health stealing.. but that's only a counter to massive health regen reduction.. its not a boon... its just a counter to our negative...
Whatever gave you the idea vampires ought to have some advantage without corresponding disadvantage???
This is a MMO, people playing it are supposed to be -equal- in general power. Which means, unlike in a solo-game where it matters not, any "special" like vampire most have an drawback for every boon they get to maintain the balance.
/facepalm 25% fire damage is the negative... 25%-75% health regen reduction that's a double negative... not hard to comprehend.. so vamps have 2 negatives all the time
Thus the extra lifestealing abilities are balanced by lack of normel "living" healing.
Which isn't much to depend on anyways in our ESO fights.
And yeah, nightblades get to lifesteal through magic without helath regen debuff. (they get no other heals though)
And dragonknights still get to use DGB when vamped.
And Sorcerors still get health through blood magic or dark deals when vampy.
And templars don't self-incinerate when they use heals as vampires.
What the hell.. what do other class have to do with anything... you starting to panic?
So? I see no imbalance there.
The extra lifesteals a vamp gets are balanced by the pretty much nonexistent nominal health regen. In any battle, I am pretty sure you'll lifesteal way more HP through your vampy bloodsucking then you don't regenerate through normal healing. So... its only a disadvantage when the battle is over??? I can live (well, in the case of my vampy alt, be undead?) with that.Now THAT is a how a valid point looks like!For me, there is even a third downside to be a vamp. Without having a vamp ability slotted, you gain no advantages from passives like faster stealth movement or magica/stamina reg. But you still suffer from the disadvantages like fire weakness or life reg.
And one I agree with. If you suffer the drawbacks all the time, which vampires ought to, you also should have the passive benefits all the time, skill slotted or not.
So much fail in your post...
So much fail in your thread. Vampires are perfectly fine as they are, as are WW's. If you have trouble performing with a vampire character it is strictly a L2P issue. So many vampires performing exceedingly well in both PVE and PVP.
Ya there just fine.. that's why they kept nerfing and buffing them because they were just fine... /yawn.. move along
Ps: learn to read.. the post was about QOL changes and disparity between the two groups.
I'll just point out that vampires and werewolves in ESO is -nothing- in comparison to all past Elder Scrolls counterparts.
Thank you MMO balancing.
I'm still dreaming that we one day will get a new vampire bloodlines and lycanthropy strain that is a proper version, with both the massive strengths, and massive drawbacks. LET ME BURN IN THE SUN GODDAMNIT!