Merlin13KAGL wrote: »So, you want benefits with no downside? No.
Learn to build to counter it and learn to avoid it.
This has already been nerfed two or three times, vampires now have it easy.
Also if you're going to remove the downsides of the afflictions you'll create a system like we had in the past with werewolf regeneration where everyone uses it because it's only an upgrade for your character with no downsides at all.
Vampire and werewolf should be a choice of if the power increase is worth the weakness. There are also plenty of ways in the game to lower incoming fire damage via enchantments, CP, racial passives or just shields/evasion/spell resistance.
Vampire/Werewolf is meant to be a trade off.
You are gaining access to free stats as well as a couple of useful abilities, there needs to be a downside, otherwise there would be no reason not to go vamp on literally every character.
Next thing people will complain about Dawnbreaker doing extra damage to vamps and how it makes them weak to stam builds....
But they also get an active damage nerf vs non-vampire Dunmer. It also means you can use fire defence builds to actively hard counter all their attacks.This has already been nerfed two or three times, vampires now have it easy.
Also if you're going to remove the downsides of the afflictions you'll create a system like we had in the past with werewolf regeneration where everyone uses it because it's only an upgrade for your character with no downsides at all.
Vampire and werewolf should be a choice of if the power increase is worth the weakness. There are also plenty of ways in the game to lower incoming fire damage via enchantments, CP, racial passives or just shields/evasion/spell resistance.
I agree with you about downsides, and i dnt see any problem about vamps fire dmg (we see it in movies), but only one class getting 25% extra dmg is right. U know that when we are in pvp 25% extra dmg is huge. So im not talking about the fire dmg specifically, i dnt care if it is 25% or 5% but only 1 class exploiting it is not right
Vampire/Werewolf is meant to be a trade off.
You are gaining access to free stats as well as a couple of useful abilities, there needs to be a downside, otherwise there would be no reason not to go vamp on literally every character.
Next thing people will complain about Dawnbreaker doing extra damage to vamps and how it makes them weak to stam builds....
Everybody can use dawnbreaker. It is not a exclusive to a class
But they also get an active damage nerf vs non-vampire Dunmer. It also means you can use fire defence builds to actively hard counter all their attacks.This has already been nerfed two or three times, vampires now have it easy.
Also if you're going to remove the downsides of the afflictions you'll create a system like we had in the past with werewolf regeneration where everyone uses it because it's only an upgrade for your character with no downsides at all.
Vampire and werewolf should be a choice of if the power increase is worth the weakness. There are also plenty of ways in the game to lower incoming fire damage via enchantments, CP, racial passives or just shields/evasion/spell resistance.
I agree with you about downsides, and i dnt see any problem about vamps fire dmg (we see it in movies), but only one class getting 25% extra dmg is right. U know that when we are in pvp 25% extra dmg is huge. So im not talking about the fire dmg specifically, i dnt care if it is 25% or 5% but only 1 class exploiting it is not right
IMerlin13KAGL wrote: »So, you want benefits with no downside? No.
Learn to build to counter it and learn to avoid it.
Health recovery... i think u did not understand? No problem about 25% extra fire dmg, the problem is the dks are getting a huge advantage about all classes and it is not right. Only 1 class with 25% extra dmg...
Merlin13KAGL wrote: »IMerlin13KAGL wrote: »So, you want benefits with no downside? No.
Learn to build to counter it and learn to avoid it.
Health recovery... i think u did not understand? No problem about 25% extra fire dmg, the problem is the dks are getting a huge advantage about all classes and it is not right. Only 1 class with 25% extra dmg...
I understand perfectly, considering I'm almost exclusively Vamp. There are enchants, CP's, gear, and half a dozen other ways to counter fire damage. There are even races that get bonus reductions simply for being that race. There are classes that get the same.
25% fire damage vs cheap powerful ult that heals you, automatic extra damage mitigation at 'low' health, mobility, and extra regen on two stats.
Health recovery is almost never going to be the difference between living and dying. If you are counting on waiting two seconds for a HR tick to kick in to save you, you're already dead.
Merlin13KAGL wrote: »IMerlin13KAGL wrote: »So, you want benefits with no downside? No.
Learn to build to counter it and learn to avoid it.
Health recovery... i think u did not understand? No problem about 25% extra fire dmg, the problem is the dks are getting a huge advantage about all classes and it is not right. Only 1 class with 25% extra dmg...
I understand perfectly, considering I'm almost exclusively Vamp. There are enchants, CP's, gear, and half a dozen other ways to counter fire damage. There are even races that get bonus reductions simply for being that race. There are classes that get the same.
25% fire damage vs cheap powerful ult that heals you, automatic extra damage mitigation at 'low' health, mobility, and extra regen on two stats.
Health recovery is almost never going to be the difference between living and dying. If you are counting on waiting two seconds for a HR tick to kick in to save you, you're already dead.
ZOS should change the extra fire damage and poison damage that vampires and werewolves recives, specifically on pvp. I do not care about the werewolves, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are the only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what is 25% extra dmg on pvp? (1/4 more dmg, it is a lot of extra dmg). The problem is: there is a class that deals fire damage, exclusively, with all their skills, so this class is getting huge advantge above the others classes.
U should remove/change it.
Edit: im not talk about the 25% extra dmg only. Im talking about the class that is exploiting it and how it can be change, im not asking for remove a downside.
Merlin13KAGL wrote:So, you want benefits with no downside? No.
Learn to build to counter it and learn to avoid it.
LordSlif wrote:Health recovery... i think u did not understand? No problem about 25% extra fire dmg, the problem is the dks are getting a huge advantage about all classes and it is not right. Only 1 class with 25% extra dmg...
Merlin13KAGL wrote:I understand perfectly, considering I'm almost exclusively Vamp. There are enchants, CP's, gear, and half a dozen other ways to counter fire damage.
LordSlif wrote:U dont
VagabondLife wrote: »Merlin13KAGL wrote:So, you want benefits with no downside? No.
Learn to build to counter it and learn to avoid it.LordSlif wrote:Health recovery... i think u did not understand? No problem about 25% extra fire dmg, the problem is the dks are getting a huge advantage about all classes and it is not right. Only 1 class with 25% extra dmg...Merlin13KAGL wrote:I understand perfectly, considering I'm almost exclusively Vamp. There are enchants, CP's, gear, and half a dozen other ways to counter fire damage.LordSlif wrote:U dont
You seriously don't, though.
The OP isn't complaining that vamps take extra damage. He's complaining that they take extra FIRE damage. Because in PvP, this gives an advantage to classes like DK that specialize in fire damage, versus a class like sorc that specializes in shock damage.
For the record, I don't care one way or the other. But I'm starting to feel bad for the OP, since literally every single person responding to this thread has completely missed his point...
ZOS should change the extra fire damage and poison damage that vampires and werewolves recives, specifically on pvp. I do not care about the werewolves, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are the only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what is 25% extra dmg on pvp? (1/4 more dmg, it is a lot of extra dmg). The problem is: there is a class that deals fire damage, exclusively, with all their skills, so this class is getting huge advantge above the others classes.
U should remove/change it.
Edit: im not talk about the 25% extra dmg only. Im talking about the class that is exploiting it and how it can be changed, im not asking for remove a downside.
@ZOS_Wrobel
@ZOS_GinaBruno
GeneralLucks wrote: »ZOS should change the extra fire damage and poison damage that vampires and werewolves recives, specifically on pvp. I do not care about the werewolves, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are the only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what is 25% extra dmg on pvp? (1/4 more dmg, it is a lot of extra dmg). The problem is: there is a class that deals fire damage, exclusively, with all their skills, so this class is getting huge advantge above the others classes.
U should remove/change it.
Edit: im not talk about the 25% extra dmg only. Im talking about the class that is exploiting it and how it can be changed, im not asking for remove a downside.
@ZOS_Wrobel
@ZOS_GinaBruno
Agree. The way it is now it is not a downside but a debuff against DKs, because they are the only fire dmg dealers. its Make non sense a downside for a specific class... sooooo wrong @ZOS_Wrobel
You can have some buffs/changes to vamp when werewolf gets some love xD
ZOS should change the extra fire damage and poison damage that vampires and werewolves recives, specifically on pvp. I do not care about the werewolves, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are the only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what is 25% extra dmg on pvp? (1/4 more dmg, it is a lot of extra dmg). The problem is: there is a class that deals fire damage, exclusively, with all their skills, so this class is getting huge advantge above the others classes.
U should remove/change it.
Edit: im not talk about the 25% extra dmg only. Im talking about the class that is exploiting it and how it can be changed, im not asking for remove a downside.
@ZOS_Wrobel
@ZOS_GinaBruno
ZOS should change the extra fire damage and poison damage that vampires and werewolves recives, specifically on pvp. I do not care about the werewolves, but a lot of players are vamps in this game and there is a class that deals fire damage as
their main damage type, so they are the only one class with an advantege of 25% damage above a lot of players and the all other classes too, do u really know what is 25% extra dmg on pvp? (1/4 more dmg, it is a lot of extra dmg). The problem is: there is a class that deals fire damage, exclusively, with all their skills, so this class is getting huge advantge above the others classes.
U should remove/change it.
Edit: im not talk about the 25% extra dmg only. Im talking about the class that is exploiting it and how it can be changed, im not asking for remove a downside.
@ZOS_Wrobel
@ZOS_GinaBruno
DKs fire skills besides whip and maybe embers are crap. Leap is the only decent ulti and can be traded for meteor.
And as some guuys have said, there are plenty of options to build flame dmg, form destro staff, to meteor and even sets like Red Mountain or Way of Fire.
You can have some buffs/changes to vamp when werewolf gets some love xD
Not buff, some change to stop a exploit like pirate skeleton and shields... specific class benefiting by a mechanism of the game. this is not balancing.
https://forums.elderscrollsonline.com/en/discussion/341808/pirate-skeleton-and-shields#latest
You can have some buffs/changes to vamp when werewolf gets some love xD
Not buff, some change to stop a exploit like pirate skeleton and shields... specific class benefiting by a mechanism of the game. this is not balancing.
https://forums.elderscrollsonline.com/en/discussion/341808/pirate-skeleton-and-shields#latest
No.
You decided to go vamp in the same way a DK decided to go mDK. mDKs is pretty bad against non vamp builds, so it can't be its fault he does moar dmg to the guy who decided to get extra resource regen, a passive that decreases dmg on lower health and access to mist.
In a prefect PvP Vamps and WW should be around 1/3 of Cyro's popúlation, but since both have quite good buffs, over an 80% of cyro is a Vamp. In fact, the buffs Vamps received regarding flame dmg (which was 50% extra) and the rework on the FG skill line (and to certain regard the arndet flame skill line) sent several Vamp hunter builds to the trash can and just few complained about.