I guess I don't fundamentally agree with your premise. We have an entire line of skills dedicated to hurting vamps 100% of the time (it also has one of the most powerful and popular ultimates), assuming most people are in stage 4 we have -75% hp regen and -25% fire damage resist (100% of the time), and most of our benefits are stage locked (which I think is fair to be in line with WW form being a choice and ultimate slot).Vampires are already stronger than WW's and normal players...Why do they need help?
um ok I don't think I need any special sets, most likely wouldn't wear them over what I have already.
PS4_ZeColmeia wrote: »I guess I don't fundamentally agree with your premise. We have an entire line of skills dedicated to hurting vamps 100% of the time (it also has one of the most powerful and popular ultimates), assuming most people are in stage 4 we have -75% hp regen and -25% fire damage resist (100% of the time), and most of our benefits are stage locked (which I think is fair to be in line with WW form being a choice and ultimate slot).Vampires are already stronger than WW's and normal players...Why do they need help?
I think that WW armor benefits the choice of form greatly. I think since we manage our form but deal with negatives 100% of the time, I don't think it's too much to ask for a balancing of gear.
Actually after thinking about it, I would adjust my set suggestion to stage 2 or 3 for the benefit or make the bonus tied to the stage of vampirism to be balanced with WW sets. Didn't think of that until i started responding.
PS4_ZeColmeia wrote: »I guess I don't fundamentally agree with your premise. We have an entire line of skills dedicated to hurting vamps 100% of the time (it also has one of the most powerful and popular ultimates), assuming most people are in stage 4 we have -75% hp regen and -25% fire damage resist (100% of the time), and most of our benefits are stage locked (which I think is fair to be in line with WW form being a choice and ultimate slot).Vampires are already stronger than WW's and normal players...Why do they need help?
I think that WW armor benefits the choice of form greatly. I think since we manage our form but deal with negatives 100% of the time, I don't think it's too much to ask for a balancing of gear.
Actually after thinking about it, I would adjust my set suggestion to stage 2 or 3 for the benefit or make the bonus tied to the stage of vampirism to be balanced with WW sets. Didn't think of that until i started responding.
If you know how to play it correctly, it is stronger.
It's not supposed to be an easy-mode button.
PS4_ZeColmeia wrote: »PS4_ZeColmeia wrote: »I guess I don't fundamentally agree with your premise. We have an entire line of skills dedicated to hurting vamps 100% of the time (it also has one of the most powerful and popular ultimates), assuming most people are in stage 4 we have -75% hp regen and -25% fire damage resist (100% of the time), and most of our benefits are stage locked (which I think is fair to be in line with WW form being a choice and ultimate slot).Vampires are already stronger than WW's and normal players...Why do they need help?
I think that WW armor benefits the choice of form greatly. I think since we manage our form but deal with negatives 100% of the time, I don't think it's too much to ask for a balancing of gear.
Actually after thinking about it, I would adjust my set suggestion to stage 2 or 3 for the benefit or make the bonus tied to the stage of vampirism to be balanced with WW sets. Didn't think of that until i started responding.
If you know how to play it correctly, it is stronger.
It's not supposed to be an easy-mode button.
What exactly makes them stronger in your opinion? I am not sure I agree. I think there is a strong argument 1v1, but I would put X v X towards WW as the numbers go up (there might be a point where a well stacked vampire bat swarm group would be stronger, but only for the duration of the spell and not after the multiple fears are unleashed from the WWs).
Vamps are really strong at the moment, while werewolves still have their worst downside : the total inability to use something else than the ww's skills. That's why they heavily rely on stuff, when vamps have normal builds with some additions.
Remember that vamp is a passive state, who add you some tool to your actual one, while WW is an active state who totally change your gameplay while removing nearly all your other tools. That's why a stuff builded around this specific and totally unique active state seem fine, when stuff around some skills (not on vampire : only vampire skill) is not. Only master/MA weapon seem fine for a specific skill.
PS4_ZeColmeia wrote: »PS4_ZeColmeia wrote: »I guess I don't fundamentally agree with your premise. We have an entire line of skills dedicated to hurting vamps 100% of the time (it also has one of the most powerful and popular ultimates), assuming most people are in stage 4 we have -75% hp regen and -25% fire damage resist (100% of the time), and most of our benefits are stage locked (which I think is fair to be in line with WW form being a choice and ultimate slot).Vampires are already stronger than WW's and normal players...Why do they need help?
I think that WW armor benefits the choice of form greatly. I think since we manage our form but deal with negatives 100% of the time, I don't think it's too much to ask for a balancing of gear.
Actually after thinking about it, I would adjust my set suggestion to stage 2 or 3 for the benefit or make the bonus tied to the stage of vampirism to be balanced with WW sets. Didn't think of that until i started responding.
If you know how to play it correctly, it is stronger.
It's not supposed to be an easy-mode button.
What exactly makes them stronger in your opinion? I am not sure I agree. I think there is a strong argument 1v1, but I would put X v X towards WW as the numbers go up (there might be a point where a well stacked vampire bat swarm group would be stronger, but only for the duration of the spell and not after the multiple fears are unleashed from the WWs).
Bat Swarm and Mist Form are quite powerful if used in right situations.
Magicka AND Stamina recovery.
Damage Reductions as well.
How many passives do WW's get at all times?
1. Stam Regen, but ONLY if WW is slotted.
Yes, there are downsides to being a vampire, but if a player knows how to properly use the upsides they can be quite strong.
The main difference is this:
Werewolf is a few minutes of awesome here and there.
Vampire is a set of tools that can be used to enhance just about any build out there.
potirondb16_ESO wrote: »Werewolf bonus are actually link to an ultimate while vampire remain 100% through all the content due to stage nature. Everyone in the game can be a vampire and feel the bonus only when they feel like it and receive no malus whenever they want.
So overall vampire is overpowering Werewolf on that aspect. Werewolf are still interesting to play but they do deserve dedicated set in order to help them achieve their goal. If any set were to apply to vampire it would need to apply past stage 2 at least.
ParaNostram wrote: »I like the idea but I question the mechanics of it. I don't know if ESO has any armor yet that has a "If X then Y" sort of function on it. I worry that the coding might be a little glitchy or lead to new bugs.
I would propose entirely new sets personally.
This is an excellent point which demands further consideration.Vamps are really strong at the moment, while werewolves still have their worst downside : the total inability to use something else than the ww's skills. That's why they heavily rely on stuff, when vamps have normal builds with some additions.
Remember that vamp is a passive state, who add you some tool to your actual one, while WW is an active state who totally change your gameplay while removing nearly all your other tools. That's why a stuff builded around this specific and totally unique active state seem fine, when stuff around some skills (not on vampire : only vampire skill) is not. Only master/MA weapon seem fine for a specific skill.