Emma_Overload wrote: »If the devs decide Vamp Drain is "overperforming", then they need to go over every single Werewolf ability with a fine toothed comb.
The obvious solution is to change the morphs. One that deals damage + ancillary effect, and the other that heals + stuns.
This skill is currently overtuned in every way. Clearly some of you PCNA peeps haven't met that EP gankblade that opens with LA+Ele Weap + Soul Harvest > Vamp Drain. There is literally no counter to that, it's free kills all day long. Even if it happens to fail you just Cloak and try again in 10 seconds when Soul Harvest is ready again.
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.
Mongolian ever heard of morphing a skills? it hits 5 times in 3 secs.
The obvious solution is to change the morphs. One that deals damage + ancillary effect, and the other that heals + stuns.
This skill is currently overtuned in every way. Clearly some of you PCNA peeps haven't met that EP gankblade that opens with LA+Ele Weap + Soul Harvest > Vamp Drain. There is literally no counter to that, it's free kills all day long. Even if it happens to fail you just Cloak and try again in 10 seconds when Soul Harvest is ready again.
also this might be me, sorry
adding a bit to this: if any other skill in the nb kit had a reliable stun, damage or not, I'd use that, because vamp drain doesn't really do that much damage in one tick block cancelled.
Why does this game always have to have a broken element...... pppffff
The obvious solution is to change the morphs. One that deals damage + ancillary effect, and the other that heals + stuns.
This skill is currently overtuned in every way. Clearly some of you PCNA peeps haven't met that EP gankblade that opens with LA+Ele Weap + Soul Harvest > Vamp Drain. There is literally no counter to that, it's free kills all day long. Even if it happens to fail you just Cloak and try again in 10 seconds when Soul Harvest is ready again.
also this might be me, sorry
adding a bit to this: if any other skill in the nb kit had a reliable stun, damage or not, I'd use that, because vamp drain doesn't really do that much damage in one tick block cancelled.
Haha, my man in CP PvP this skill deals 7-8k in 2 ticks (less than one second of the channel). And this is against builds with 25kish resists. It hits even harder following Soul Harvest. That's pretty significant.
The obvious solution is to change the morphs. One that deals damage + ancillary effect, and the other that heals + stuns.
This skill is currently overtuned in every way. Clearly some of you PCNA peeps haven't met that EP gankblade that opens with LA+Ele Weap + Soul Harvest > Vamp Drain. There is literally no counter to that, it's free kills all day long. Even if it happens to fail you just Cloak and try again in 10 seconds when Soul Harvest is ready again.
also this might be me, sorry
adding a bit to this: if any other skill in the nb kit had a reliable stun, damage or not, I'd use that, because vamp drain doesn't really do that much damage in one tick block cancelled.
Haha, my man in CP PvP this skill deals 7-8k in 2 ticks (less than one second of the channel). And this is against builds with 25kish resists. It hits even harder following Soul Harvest. That's pretty significant.
Is that so? That doesn't sound right. The most I'm getting out of it is 4k crits per tick (from memory), and spammables hit harder on a crit than that, as long as you're light attack cancelling.
Ahh I suppose you're right. Anyway, I would decrease the range to about 7 meters, in line with other undodgable cc's. Then I would decrease the damage, in line with ZOS' vision on cc's not dealing high damage. To keep it an attractive option I would improve the health restore element by a bunch and make it linger even after broken, and give minor expedition as soon the skill is activated in stead of at the end. This would give the skill some defensive utility, in stead of mainly being an Xv1 lock down tool.
The cost is a tricky one, but I think a higher cost is definately warranted as it offers multiple effects and is an undodgable cc that can be cancelled to the point of having no animation. Most hard cc's that go through dodge cost close to or more than 4k. I don't buy into the argument that being a vamp warrants the lower cost, as being a vamp gives other great boons such as undeath and improved recoveries. Depending on the build these are very potent boons. On top of that, dawnbreaker isn't being used as often as it used to since it has an idiotic cast time and people jumped on the onslaught bandwagon. Vamp really isn't that much of a liability anymore as it used to be.
The obvious solution is to change the morphs. One that deals damage + ancillary effect, and the other that heals + stuns.
This skill is currently overtuned in every way. Clearly some of you PCNA peeps haven't met that EP gankblade that opens with LA+Ele Weap + Soul Harvest > Vamp Drain. There is literally no counter to that, it's free kills all day long. Even if it happens to fail you just Cloak and try again in 10 seconds when Soul Harvest is ready again.
also this might be me, sorry
adding a bit to this: if any other skill in the nb kit had a reliable stun, damage or not, I'd use that, because vamp drain doesn't really do that much damage in one tick block cancelled.
Haha, my man in CP PvP this skill deals 7-8k in 2 ticks (less than one second of the channel). And this is against builds with 25kish resists. It hits even harder following Soul Harvest. That's pretty significant.
Is that so? That doesn't sound right. The most I'm getting out of it is 4k crits per tick (from memory), and spammables hit harder on a crit than that, as long as you're light attack cancelling.
Idk what you wear but I'm sure this guy is in something like New Moon + Balorgh + TBS full divines because I've never seen a proc.
It's super dirty. Sure, he's probably squishy af but it doesn't matter when you're only visible for 1-3 seconds at a time and almost guaranteed to get a kill during that window.
The only thing I don't completely agree with that you mentioned, specific numbers not included, is the healing you'd add to it to make it a good option. I'm not sure is adding healing would be a good idea, because then you've changed the skill from having one purpose and one clearly defined reason to push the button to multiple vague reasons, and then you get the warden arctic wind problem where it doesn't quite work well in either of the places it should be pressed. It's bad skill design.
Throwing around ideas here. Maybe take the damage and the range down a notch, bump up the cost, but make it do more damage under certain conditions? Whether that's a by a debuff (maybe even a vampire specific one?) or a factor multiplied per currently rolling DoT? Maybe if you get a killing blow with it or you hit an enemy under a certain percentage, it gives you a damage buff like minor berserk? Something to make it less brainless to use.
Bullseyebudx wrote: »The only thing I don't completely agree with that you mentioned, specific numbers not included, is the healing you'd add to it to make it a good option. I'm not sure is adding healing would be a good idea, because then you've changed the skill from having one purpose and one clearly defined reason to push the button to multiple vague reasons, and then you get the warden arctic wind problem where it doesn't quite work well in either of the places it should be pressed. It's bad skill design.
Throwing around ideas here. Maybe take the damage and the range down a notch, bump up the cost, but make it do more damage under certain conditions? Whether that's a by a debuff (maybe even a vampire specific one?) or a factor multiplied per currently rolling DoT? Maybe if you get a killing blow with it or you hit an enemy under a certain percentage, it gives you a damage buff like minor berserk? Something to make it less brainless to use.
Healing also has some negative synergies with undeath but that's a whole other kettle of fish.
I like your idea about moving this ability towards a clearer identity, I think it's supposed to be an execute but its should have sum vampire flavor, Berserk on death or with damage while in execute range seems perfect to be honest, a little bit of blood lust rage to sure up kills.
Probably should be something like -dealing damage with this ability while your target is in execute range grants you Minor Berserk for 3 seconds, if an opponent damaged by this ability dies within 2 seconds you gain Major Berserk for 5 seconds.
I'm looking at Reaper's Mark btw.
Bullseyebudx wrote: »
Healing also has some negative synergies with undeath but that's a whole other kettle of fish.
I like your idea about moving this ability towards a clearer identity, I think it's supposed to be an execute but its should have sum vampire flavor, Berserk on death or with damage while in execute range seems perfect to be honest, a little bit of blood lust rage to sure up kills.
Probably should be something like -dealing damage with this ability while your target is in execute range grants you Minor Berserk for 3 seconds, if an opponent damaged by this ability dies within 2 seconds you gain Major Berserk for 5 seconds.
I'm looking at Reaper's Mark btw.
Yeah, you get the gist of what I'm trying to go for. I think we should stay away from giving major and minor berserk on one skill though, let alone one that does damage. Minor berserk or a damage boost per DoT on the target would fufill a spammable for DoT playstyles and really play up that draining feeling.
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
JumpmanLane 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.
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
Plus they’re VAMPIRES! After a couple a whips, you’re chasing a mist ball!
Some fool put drain on me I’m like “YUS! I’m running Succession lol! Hold still!”
I hit em with embers! Ain’t nothing like setting a vampire on fire. They ain’t ALL Dumner...tho they all ARE just dummies lol.
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
Imo, this skill should at the very least get a hefty cost increase. Its arguably too cheap for what it can potentially do. I just did some quick tests in shadowfen with accelerating drain on my magplar no CP PvP build wearing innate axiom (which doesn't boost this skill!) and bright troath. For me the skill does:
- 4.9k tooltip damage 5 times per cast = 24.5k tooltip (self buffed, without enchant proc tho). With crits I was able to realiably kill 31k health mobs with just one cast of this skill and nothing else.
- It heals for 16% of your max health 4 times per cast (dunno why its not 5 here) = 64% of my max health (I think the base skill without healing received modifiers would be 15/60%).
- It stuns through dodge roll at 12 meters range (fossilize for example only has 7 meters range). This applies on the first tick, so you can easily block cancel the skill and still get some damage, healing and the stun.
- It gives minor expedition for 20 seconds when the cast ends (full 3 seconds duration).
And all that for just 1679 magicka (in my case, vamp stage 4 and 5 pieces of light armor on altmer). Like wtf? For comparison, a single cast of crushing shock with the same stats would deal 2.4k * 3 = 7.2k damage for 2147 magicka. Therefore, 3 crushing shocks would deal 21.6k damage at a cost of 6441 magicka. Thats less damage than one cast of accelerating drain at almost 4 times the cost of magicka (yes, light attacks would increase the damage of crushing shock weaving significantly over accelerating drain, but the damage per cost argument still stands).
For what it does this skill should very well cost 4k+ magicka at stage 4 vampire, if not even more. A cost increase would also discourage players to just mindlessly spam this skill (though it would still be incredible cost efficient if you use it for the whole 3 seconds duration).
Sorry to say it but, all your calculactions are wrong.
It hits 4 (FOUR) times in its 3s channel. Just look at combat logs.
Also its damage is reasonable. And significantly lower then elemental weapon spam.
I personally only let it run on squishy ppl. If its a tankier target I block colossus + vamp drain block cancel into elemental weapon, way more dps.



LittlePinkDot wrote: »Can vamp drain be used as a CC for a stamblade?
I'm against any cost increase which would make the skill useless for stamina characters.
LittlePinkDot wrote: »Can vamp drain be used as a CC for a stamblade?
I'm against any cost increase which would make the skill useless for stamina characters.
Why would you? Fear is better. Or Turn Undead. You could use Drain, but the vampire drawbacks are quite severe and not worth it if you have better alternatives.
LittlePinkDot wrote: »LittlePinkDot wrote: »Can vamp drain be used as a CC for a stamblade?
I'm against any cost increase which would make the skill useless for stamina characters.
Why would you? Fear is better. Or Turn Undead. You could use Drain, but the vampire drawbacks are quite severe and not worth it if you have better alternatives.
Magicka characters shouldnt be the only characters that can be vampires effectively. I hope they make 1 morph a stamina morph.
I have this feeling that the Skyrim chapter or the Q1 2020 dungeon DLC will include a vampire skill line remake.
LittlePinkDot wrote: »LittlePinkDot wrote: »Can vamp drain be used as a CC for a stamblade?
I'm against any cost increase which would make the skill useless for stamina characters.
Why would you? Fear is better. Or Turn Undead. You could use Drain, but the vampire drawbacks are quite severe and not worth it if you have better alternatives.
Magicka characters shouldnt be the only characters that can be vampires effectively. I hope they make 1 morph a stamina morph.
I have this feeling that the Skyrim chapter or the Q1 2020 dungeon DLC will include a vampire skill line remake.
LittlePinkDot wrote: »LittlePinkDot wrote: »Can vamp drain be used as a CC for a stamblade?
I'm against any cost increase which would make the skill useless for stamina characters.
Why would you? Fear is better. Or Turn Undead. You could use Drain, but the vampire drawbacks are quite severe and not worth it if you have better alternatives.
Magicka characters shouldnt be the only characters that can be vampires effectively. I hope they make 1 morph a stamina morph.
I have this feeling that the Skyrim chapter or the Q1 2020 dungeon DLC will include a vampire skill line remake.
Then shouldn't we have magicka werewolves? It's okay for vamp abilities to cost magicka. You could still go vamp on a stam character for the passives, but the drawbacks are too heavy. But the option is there.