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Should Templar Magic Hurt Vampires More? (Like Fire)

madeeh91rwb17_ESO
madeeh91rwb17_ESO
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Templar magic is basically the exact same Aedric magic as the Dawnguard sunfire magic in Skyrim.

And as far as I recall, the sunfire spells of Dawnguard were even better than fire at killing Vampires.

I therefore think its only logical that that the Templar skills should do something similar in ESO.
Edited by madeeh91rwb17_ESO on February 14, 2018 4:54AM

Should Templar Magic Hurt Vampires More? (Like Fire) 19 votes

Makes Sense i guess.
73%
madeeh91rwb17_ESOxenowarrior92eb17_ESOStreegaHvzedaLordSemajIccotakZbigb4lifeAsardesAlcestWarbow7Bbsample197playerkiller247programcanaanCyamo 14 votes
Watch your back. And your throat!
26%
CronopolyDDemonPink_ViolinzTasearIlCanis_LupuslI 5 votes
  • programcanaan
    programcanaan
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    Makes Sense i guess.
    Templars should have an affinity for fighting anything Daedric, undead, etc.

    Kinda like how the Fighter guild tree mostly looks like it should belong to them.
  • LordSemaj
    LordSemaj
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    Makes Sense i guess.
    So we're going to make two classes counter vampires to balance the two poison users that counter werewolves? Not that Nightblades inherently use poison but they seem to abuse it more than anyone.

    Sounds like a plan.

    Of course if we're discussing sunfire spells, Templars already have a Sun Fire spell that hurts vampires more due to dealing flame damage. It even has a morph dubbed "Vampire's Bane".
    Edited by LordSemaj on February 14, 2018 5:11AM
  • Draxys
    Draxys
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    This is completely unnecessary, vampires take 25% extra fire damage.
    2013

    rip decibel
  • Iccotak
    Iccotak
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    Makes Sense i guess.
    Draxys wrote: »
    This is completely unnecessary, vampires take 25% extra fire damage.

    Then take some holy damage as well
  • Draxys
    Draxys
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    Iccotak wrote: »
    Draxys wrote: »
    This is completely unnecessary, vampires take 25% extra fire damage.

    Then take some holy damage as well

    I'm sure that sounds great from a lore perspective, but balance has to come first in an MMO. If vamps took holy dmg too, they'd have to buff the vamp skills to compensate. Then all the classes/builds without holy dmg would complain because vamps are too strong. It's just not a good idea to go down that road, IMO.
    2013

    rip decibel
  • cazlonb16_ESO
    cazlonb16_ESO
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    Let's fix the myriad existing issues with Templars first before introducing dubious lore based mechanics please.
  • LordSemaj
    LordSemaj
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    Makes Sense i guess.
    Draxys wrote: »
    Iccotak wrote: »
    Draxys wrote: »
    This is completely unnecessary, vampires take 25% extra fire damage.

    Then take some holy damage as well

    I'm sure that sounds great from a lore perspective, but balance has to come first in an MMO. If vamps took holy dmg too, they'd have to buff the vamp skills to compensate. Then all the classes/builds without holy dmg would complain because vamps are too strong. It's just not a good idea to go down that road, IMO.

    Unless we're saying nothing can ever be nerfed without an equal buff, they don't need to counterbalance it. They can introduce holy weakness without making vampires any better. Considering most of Cyrodiil is a Vampire and they're meta in PVE too for the passives, having extra weaknesses with no counter buff would decrease the surplus population. Compensation concerns come when something isn't the most popular state of being to the point that mortals are a rarity.

    When was the last time you saw a werewolf in a raid? I've seen eight vampires in a single one. They could use some repellent to make them "not worth it" to all but the dedicated few who still want them (like werewolves).
  • Iccotak
    Iccotak
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    Makes Sense i guess.
    Draxys wrote: »
    Iccotak wrote: »
    Draxys wrote: »
    This is completely unnecessary, vampires take 25% extra fire damage.

    Then take some holy damage as well

    I'm sure that sounds great from a lore perspective, but balance has to come first in an MMO. If vamps took holy dmg too, they'd have to buff the vamp skills to compensate. Then all the classes/builds without holy dmg would complain because vamps are too strong. It's just not a good idea to go down that road, IMO.

    damn.png?t=B407C4
    Edited by Iccotak on February 14, 2018 8:19AM
  • Qbiken
    Qbiken
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    I would rather see a small re-work of the Figher´s Guild (FG) skilline. My suggestions:

    * Decrease the base-damage of all FG skills. This way they´re less effective against non-deadric creatures
    * Severely increase the damage FG skills do against deadric creatures and werewolfs.
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