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VAMPIRES AND FIRE DAMAGE PVP

LordSlif
LordSlif
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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
Edited by LordSlif on November 8, 2017 2:57PM
  • Turelus
    Turelus
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    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.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Merlin13KAGL
    Merlin13KAGL
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    So, you want benefits with no downside? No.

    Learn to build to counter it and learn to avoid it.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • Sixty5
    Sixty5
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    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....
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • LordSlif
    LordSlif
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    I
    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...
  • LordSlif
    LordSlif
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    Turelus wrote: »
    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 not 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

    Edit to put not
    Edited by LordSlif on November 8, 2017 5:48PM
  • LordSlif
    LordSlif
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    Sixty5 wrote: »
    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 cab use downbrake. It is not a exclusivity of a class
  • Turelus
    Turelus
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    LordSlif wrote: »
    Turelus wrote: »
    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
    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.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Beardimus
    Beardimus
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    I disagree with this. The cost to being a vamp isn't enough I would say.

    The issue with it is that everyone is Vamp for the passives. That's the root cause here (also of the threads of people asking to hide Vamp, its because they don't want to be one but are for the buffs)

    Make Vamp less of a default, make other burdens I.e. Slot a skill to get the passives. Reduce the number of Vamps in PvP and make it mean something will help.

    Also, be a dunmer OP ;)
    Xbox One | EU | EP
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    Xbox One | NA | EP
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    Beardimus le 13iem : L30 Dunmer Magsorc Icereach
  • Sixty5
    Sixty5
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    LordSlif wrote: »
    Sixty5 wrote: »
    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

    Except for the fact that anyone can throw on Grothdarr or Valkyn Skoria, and get fire damage. Then there is the fact that there is a fire staff in this game that gives free access to potent fire abilities.
    Hell there are even flame enchants and proc sets.

    There is hardly a monopoly on fire damage in this game.

    In fact Vamps are good against Mag DK's since mist form is a pretty darn good counter to talon spam.
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • LordSlif
    LordSlif
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    Turelus wrote: »
    LordSlif wrote: »
    Turelus wrote: »
    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
    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.

    Yeah they do, but at this point we have nord and warden, breton and spell dmg base...
  • Merlin13KAGL
    Merlin13KAGL
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    LordSlif wrote: »
    I
    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.
    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • LordSlif
    LordSlif
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    LordSlif wrote: »
    I
    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.

    U dont
  • LordSlif
    LordSlif
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    LordSlif wrote: »
    I
    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.

    1- 25% is a lot. 1/4 more damage.
    2- im not asking for remove this downside, im asking for remove the advantage of this class changing some point
    3- health rec is very good... u can see it on troll king
    4- 25% dmg if u ara mgdk ;)
    Edited by LordSlif on November 8, 2017 12:59PM
  • FearlessOne_2014
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    Other than the fact Vampirism looks so ugly on most characters. I think the downsides atm are fare if not a bit on the underpowered side. For how much you gain as a vampire.

    The main issues is the fact that vampirism is pretty much mandatory for both mDK and Magplar. This is because both of these classes have no mobility without mist form. Thus are sitting ducks in PvP without.

    I think if mDK and Magplars was giving some mobility. We would see a lot less vampires in the game.

    Also as others have stated. If fire the extra fire damage is too much for you to bare. Then think about running fire resist enchants or race changing to a Dark Elf or Breton. If you do the latter you fire woes would be over.
  • W0lf_z13
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    not to mention dawn breaker ........... that hits like a truck on undead
    Breton Nightblade ~ Fang of the Wolf ~ (50)   |   Altmer Dragonknight ~ Ðårk Ŵølf ~ (50)   |   Altmer Necro ~ Ðeåth Ŵølf ~ (50)

    ☣☣☣   |     Alliance ~Daggerfall Covenant~     |     Server ~NA PC~     |     CP's ~2156~     |     ☣☣☣
  • W0lf_z13
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    my main is a magDK vamp , fire hurts, but thats why you slot at least 1 heal on your bar and some form of shield
    Breton Nightblade ~ Fang of the Wolf ~ (50)   |   Altmer Dragonknight ~ Ðårk Ŵølf ~ (50)   |   Altmer Necro ~ Ðeåth Ŵølf ~ (50)

    ☣☣☣   |     Alliance ~Daggerfall Covenant~     |     Server ~NA PC~     |     CP's ~2156~     |     ☣☣☣
  • Azurya
    Azurya
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    LordSlif 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 change, im not asking for remove a downside.

    you should have been a vamp in the early days of this game, that was hard! Had to use flame glyphs on my jewelry and run away from every bit of fire.
    Now I often silverbolts, and other fire-dmg causing game-mechs to kill vamps/werewolves, when I am in cyro with a none vamp-build.
  • grannas211
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    It should be increased honestly.
  • VagabondLife
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    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...

    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...

    Edited by VagabondLife on November 8, 2017 2:32PM
  • LordSlif
    LordSlif
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    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...

    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...

    Ty, for explaing it for them!!!! they do not know how to interpret a text

  • LordSlif
    LordSlif
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    I play this game since day 1, so i know about 75% extra fire dmg lol.
    Im not talking about it, im talking about classes that deals fire dmg are getting a huge advantage in pvp. They get 25%extra dmg and also can use a sustain set.
  • Qbiken
    Qbiken
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    You can have some buffs/changes to vamp when werewolf gets some love xD

  • GeneralLucks
    LordSlif 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
    Edited by GeneralLucks on November 8, 2017 3:13PM
  • LordSlif
    LordSlif
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    LordSlif 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

    Omg you got the point YESSS!!! IT IS
  • LordSlif
    LordSlif
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    Qbiken wrote: »
    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
    Edited by LordSlif on November 8, 2017 3:25PM
  • Xvorg
    Xvorg
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    LordSlif 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

    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.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • LordSlif
    LordSlif
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    Xvorg wrote: »
    LordSlif 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

    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.

    So remove the extra dmg from classes skills is a good way :). Im asking for a change on it
    Edited by LordSlif on November 8, 2017 3:43PM
  • Xvorg
    Xvorg
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    LordSlif wrote: »
    Qbiken wrote: »
    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.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • idk
    idk
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    It is fine as it is and it's also a choice that has means to help mitigate it. Anyone can grab some extra fire resist if they are challenged staying alive when fire is present.

    If it's to much for someone to handle they can feed or cure themselves. Easy solution.
  • LordSlif
    LordSlif
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    Xvorg wrote: »
    LordSlif wrote: »
    Qbiken wrote: »
    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.

    So for u all classes that are vamp should get 25% extra dmg when fighting against mdk only, u dont want a downside u want a mdk super buff in this game... 80% of cyro receving 25% extra dmg from mdk only... omg
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