I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
Vampire drain is the easiest skill to counter, just break free and the vamp will stay in the animation. Then you can just stun him
I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
Vampire drain is the easiest skill to counter, just break free and the vamp will stay in the animation. Then you can just stun him
I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
Vampire drain is the easiest skill to counter, just break free and the vamp will stay in the animation. Then you can just stun him
I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
Vampire drain is the easiest skill to counter, just break free and the vamp will stay in the animation. Then you can just stun him
You can block cancel drain easily for just the stun and some damage. Or in reaction to someone casting something at you.
My guess is OP is complaining about BGs and no-CP, where the damage is a little bit high. Otherwise it's honestly not a big deal.
Bullseyebudx wrote: »The stun is very good and for several reasons but keep in mind how significant the draw backs are just on the ability itself. It’s a channel ability #1 not a dot, it’s got a range of 13 meters, and it’s interruptible. What makes it OP are the 0.7 second ticks, spamming it on anyone with a large damage/effect que (people in Cyrodiil or someone getting zerged down) amplifies how effective a stun is.
Please also keep in mind though being able to use this ability comes with several major draw backs -major vulnerability to fire damage with 100% up time, 50% lower health recovery 100% up time, and you’re vulnerable to off effects that deal increased damage directly to vampires. You do eventually get damage reduction but only if you go below 50% health.
I think the range is a little OP for the overall damage and utility, but what do you expect magwardens to use? Their options are limited.
Bullseyebudx wrote: »The stun is very good and for several reasons but keep in mind how significant the draw backs are just on the ability itself. It’s a channel ability #1 not a dot, it’s got a range of 13 meters, and it’s interruptible. What makes it OP are the 0.7 second ticks, spamming it on anyone with a large damage/effect que (people in Cyrodiil or someone getting zerged down) amplifies how effective a stun is.
Please also keep in mind though being able to use this ability comes with several major draw backs -major vulnerability to fire damage with 100% up time, 50% lower health recovery 100% up time, and you’re vulnerable to off effects that deal increased damage directly to vampires. You do eventually get damage reduction but only if you go below 50% health.
The damage is the problem, that its buggy sucks the most actually but I have no hopes that will be fixed when asking ZOS. But the damage is to high. I have many recaps now it does around 70% all damage in the recap and stuns. I think it was a clear decision of ZOS to disconnect all heavy damage and stuns. For this skill its not the case. The damage needs to be brought down.

I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
Vampire drain is the easiest skill to counter, just break free and the vamp will stay in the animation. Then you can just stun him
I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
wild_kmacdb16_ESO wrote: »I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
The 'break free' quirkyness should be fixed but the damage should stay. It's a channeled ability; the vampire is trading the ability to execute or unleash an ultimate on an incapacitated foe, for a decent DOT basically.
wild_kmacdb16_ESO wrote: »I thought high damage stun where out of the game. Now every magwarden I encounter around 70% of all damage in my recap is from the vampire drain stun and the cherry on the cake that stun sometime just does not break. Really address the damage of this skill and how is interacts with break free. This skill is auto win in small scale situation and it should not be.
Thank you.
The 'break free' quirkyness should be fixed but the damage should stay. It's a channeled ability; the vampire is trading the ability to execute or unleash an ultimate on an incapacitated foe, for a decent DOT basically.
Vampire drain is significantly better than other DoTs right now because it was never nerfed/adjusted alongside the rest of the DoT abilities. It's insanely overtuned and people use it as a spammable due to how good it is.
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
Sorry I don't care so much about all those things. It was really happens not what is written in some numbers. 70% of the damage in recap coming from that skill that is so buggy I cannot break free. Currently I find the game in terms of balance in a great place. It seems all has it place on the moment. until you come across that drain stun, its broken, its the same feeling when you where fight against spin to win with 9m radius and execute. You feel it is not right, it is out of line with the rest. And it sucks. Love this game and don't want to see taken over my server. Recent days I come across more and more using it.
The damage needs to go.
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
Sorry I don't care so much about all those things. It was really happens not what is written in some numbers. 70% of the damage in recap coming from that skill that is so buggy I cannot break free. Currently I find the game in terms of balance in a great place. It seems all has it place on the moment. until you come across that drain stun, its broken, its the same feeling when you where fight against spin to win with 9m radius and execute. You feel it is not right, it is out of line with the rest. And it sucks. Love this game and don't want to see taken over my server. Recent days I come across more and more using it.
The damage needs to go.
Yah you might be right. I dont have the same pov since I am a necro and I use it, a lot.
I rely on that stun to finish people off since I don't have a class execute or a class CC (worth its name and that CC reliably).
What other class CC do you suggest necro and warden gets if vamp drain is removed? Hypothetically ofcourse.
Every patch, there’s one mechanic, or combo, that is pretty lethal in BGs.
Remember ice staff?
Anyway, this patch, it’s Vamp Drain. To be fair tho, if you died to it, you were probably going to die anyway.
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
Let me correct you there. The drain hits 5x in a duration of 3 seconds, just check your combat reports or in most cases your death recap. This means that the damage of the drain with a 6k tooltip = 5 x 6k = 30k. This means 30k damage over 3 seconds = 10k DPS. Taking into account that this skills also stuns you on the initial hit and is buggy to break free we can conclude that it is overperforming. But hey during the DoT meta dot's weren't overperforming aswell right.
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
Let me correct you there. The drain hits 5x in a duration of 3 seconds, just check your combat reports or in most cases your death recap. This means that the damage of the drain with a 6k tooltip = 5 x 6k = 30k. This means 30k damage over 3 seconds = 10k DPS. Taking into account that this skills also stuns you on the initial hit and is buggy to break free we can conclude that it is overperforming. But hey during the DoT meta dot's weren't overperforming aswell right.
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
Let me correct you there. The drain hits 5x in a duration of 3 seconds, just check your combat reports or in most cases your death recap. This means that the damage of the drain with a 6k tooltip = 5 x 6k = 30k. This means 30k damage over 3 seconds = 10k DPS. Taking into account that this skills also stuns you on the initial hit and is buggy to break free we can conclude that it is overperforming. But hey during the DoT meta dot's weren't overperforming aswell right.
Do you have any idea how hard a 6k tooltip is to reach on vamp drain? I've got a ~11k effective spell power nb gank build in CP that can only reach 5.2k fully buffed; the guy you replied to must have specced hard for it. Then you're not even taking battle spirit into account, which reduces damage taken by 50%. On top of that you have to then factor in mitigation, and even then you haven't mentioned that only one morph of the skill will hit 4 times in 3 seconds, not 5.
As this is a PvP thread, let's reduce the topic to PvP only and stop the outright lying in order to make your point look stronger.
It is a channeled DoT guys. It has to do damage equal or compareable to a spammable or else people will simply never let it run its damage component.
My necro (with 15% class dot dmg + 10% from thaurma tool) tip unbuffed is like 6k at 0.7s.
DPS is then ~ 7800
12 meter range
channeled
fears for 3s
In comparison my Force pulse hits for 11k
My richochte skull 9k
My elemental weapon 9k + LA dmg (13k?)
The damage is not OP at all. It is considering things balanced.
Basically only wardens and necros use it since they lack a class CC worth its name.
Give them a class CC to pick over vamp drain and the problem is solved, without nerfing or ZOS trying to solve the server -> client de synchs in Cyro (never gonna happen game is basically 1 threaded and de synchs will happen with netcode in such an environment/engine).
Let me correct you there. The drain hits 5x in a duration of 3 seconds, just check your combat reports or in most cases your death recap. This means that the damage of the drain with a 6k tooltip = 5 x 6k = 30k. This means 30k damage over 3 seconds = 10k DPS. Taking into account that this skills also stuns you on the initial hit and is buggy to break free we can conclude that it is overperforming. But hey during the DoT meta dot's weren't overperforming aswell right.
As others already mentioned it hits 4 times in its channel. But sure we can count it as total dmg diveded by time, wich makes it more difficult to put in relation but sure.
6k times 4, is 24000 dmg raw dmg before resists and mitigation / dmg cuts from battlespirit etc.
Force pulse, 11k tool tip, 0.9s GCD -> 11k -> 3.3333 spells in 3 seconds. Lets be fair and only count 33% of that last hit.
11k +11k +11k +33% of 11k = 33k + 3666 (33% of 11k) = 36666 unmitigated damage.
24k vs 36,6k.
Thats a 34.54% dmg difference from the cookie cutter spam attack (with my necros stats behind it). To me it seems balanced. But I am as I said baised since I play necro.
Best option would be to fix the break free so it doesnt hold ppl in CC when it shouldnt.
But if that isn't possible a fair solution isnt to just reduce the damage so its useless from a dmg pov. Remember magicka necro and warden do not have any other good CC.
Some other poster mentioned he uses toppling charge on his stamtemplar..I mean that comparison is almost insulting. One cannot compare the *** totem to toppling charge and keep a straight face