SidewalkChalk5 wrote: »#1 problem is that being a vampire confers a lot of benefits with very little disadvantage to offset those benefits. Basically everyone is heavily incentivized to run a vampire, but the choice shouldn't be so heavily weighted one way. Vampires get +10% resource recovery, some damage reduction, and faster sneak speed. The increased fire damage is trivial. The health recovery determent is irrelevant since recovery is a very minor thing and most healing comes from active healing. Suggestion: reduce the vampire health recovery determent to 10/20/30/40% (0/10/20/30% with passive) but make it affect all sources of healing (except healing from vampire skills). This will make the choice more balanced so that vampire won't be mandatory in endgame content.
wsmith97ub17_ESO wrote: »Extra fire damage in pvp is a big deal as dawn breakers are prominent.
Fire damage needs reduction
UppGRAYxDD wrote: »1: get rid of the non devouring swarm bats...make it go invisible again.
2: feeding on enemies should generate ultimate and debuff an opponent with fracture to make it more appealing in PvP
1. Fire damage is way excessive for what I need vamp for and what it offers. There is absolutely no way for me to kill magedks in pvp. All I use vamp for is the reduced sneak speed because I enjoy the movement in stealth. Otherwise the game feels sluggish.
2. Wish there were better damage skills and more options. Drain is wonky and not really practical in pvp.