LittlePinkDot wrote: »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.
I don't see why the drawbacks would be too heavy for Stam but not Magicka. My Dunmer NB is a vampire. She was a PVE mageblade, but has been sitting there naked and useless since the racial passive change and the mageblade nerfs. I'm switching her to heavy armour pvp stamblade.
LittlePinkDot wrote: »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.
I don't see why the drawbacks would be too heavy for Stam but not Magicka. My Dunmer NB is a vampire. She was a PVE mageblade, but has been sitting there naked and useless since the racial passive change and the mageblade nerfs. I'm switching her to heavy armour pvp stamblade.
Well, that wasn't really my own opinion. It's the general consensus of stam players that vamp weaknesses are not worth it - the same players who go ahead and cry "Vamp OP!", "Drain OP!", "Nurfnurfnurf"! I'm a bit exaggerating, of course. But you get the picture.
I personally would always go vamp, but I'm also Team Edward, so super biased. If you think vamp is worth it for your stam character, then hey, awesome! Glad to hear it!
>:3
LittlePinkDot wrote: »LittlePinkDot wrote: »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.
I don't see why the drawbacks would be too heavy for Stam but not Magicka. My Dunmer NB is a vampire. She was a PVE mageblade, but has been sitting there naked and useless since the racial passive change and the mageblade nerfs. I'm switching her to heavy armour pvp stamblade.
Well, that wasn't really my own opinion. It's the general consensus of stam players that vamp weaknesses are not worth it - the same players who go ahead and cry "Vamp OP!", "Drain OP!", "Nurfnurfnurf"! I'm a bit exaggerating, of course. But you get the picture.
I personally would always go vamp, but I'm also Team Edward, so super biased. If you think vamp is worth it for your stam character, then hey, awesome! Glad to hear it!
>:3
I doubt the drain is OP. And CP PVP is just better anyway. No CP is probably the only reason why anybody has a problem with drain. The sustain in CP is waaaay better.
I designed my Dunmer NB to specifically look good with Vampirism. I wasnt going to change the way she looked just because they nerfed mageblade and changed the racial passives.
I have a character for each race and I find that more important.. each one is unique. I would have preferred if ZoS gave us class change tokens instead of race change tokens.
Another thought I had....I wish ZoS would allow vampire characters to sneak up and feed off other players in Cyrodiil.
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.
If you wanna make the stun deal no damage and even reduce the range, you better make it unblockable, too.
If you wanna make the stun deal no damage and even reduce the range, you better make it unblockable, too.
In that case they'd have to change it from a channeled ability to a cast ability too. Every time someone uses this skill they're making themselves completely vulnerable for 3 seconds unless they cancel it.
It's not as OP as everyone in this thread is making it seem. If it were, you'd see a lot more people using it.
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.
I'm fairly certain it's only 3 ticks with Invigorating Drain and 4 ticks with Accelerating Drain.
In any case, I get hit by this skill all the time & I barely even notice it. Ithink I've only been killed by it maybe twice — and I play a squishy AF magblade. Anyone that finds themselves constantly dying to this skill is doing something wrong.
If you wanna make the stun deal no damage and even reduce the range, you better make it unblockable, too.
In that case they'd have to change it from a channeled ability to a cast ability too. Every time someone uses this skill they're making themselves completely vulnerable for 3 seconds unless they cancel it.
It's not as OP as everyone in this thread is making it seem. If it were, you'd see a lot more people using it.
If you wanna make the stun deal no damage and even reduce the range, you better make it unblockable, too.
In that case they'd have to change it from a channeled ability to a cast ability too. Every time someone uses this skill they're making themselves completely vulnerable for 3 seconds unless they cancel it.
It's not as OP as everyone in this thread is making it seem. If it were, you'd see a lot more people using it.
Just a good stun accessible to all magicka players. The counterpart to Turn Undead. Absolutely fine with me.
I already get 2-hit by MagDKs, and you want them to be able to do 20% MORE damage to vampires just by slotting a FG ability?Lughlongarm wrote: »Drain Stun is strong sure, but this skill cannot be evaluated as any other skill because it is locked behind vampirism which supposed to have this concept of big risk-reward going for it. The real issue is that in current tanky meta, the vemp benefit side is much greater compared to the risk, and vemp dipping is almost a no brainier for any kind of content in game. Last patch, when dot damage was extremely high, vemps were not as popular in PVP, as they are this patch. It is hard to suggest adjustments before we'll know what is going to happen with the upcoming patch, but the 2 ideas I have in mind are:
1. Cancel the vemp stages, you can either be a "well fed vemp" which doesn't give any of the vemp benefits nor vulnerabilities(nor the appearance) , or a "starving vemp", with all the stage 4 vemp's benefits and vulnerabilities(and appearance) . This counter the vamp dipping for free passives and will also give the player the flexibility to decide when he wants to "become" a vemp without massing with applying and lifting the curse all the time.
2. The fighter's guild passive should be changed from : "Your Fighters Guild abilities that deal damage deal an additional 20% damage to Undead, Daedra and Werewolves" to "When you have"Fighters Guild ability equipped, you deal an additional 20% damage to Undead, Daedra and Werewolves. (This bonus will stack ofc, with the vulnerability to fire".
You're right, I misspoke.It's 5 ticks for accelerating drain and 4 ticks at base ability form. You can check for evidence on previous page.
OK, but over the course of a full channel Sweeps is more than twice as powerful as Drain, heals for much more, does AOE damage, applies a snare 4 times per second ... should we nerf that as well? Because I'd be perfectly fine with that.Cancelling it after 0,7-1 sec makes it basically equaly strong or even stronger then jabs with the difference it's more bursty , cheaper , have an undodgable stun and gives You a speed buff and it's also easier to hit specific enemy with it then with jabs higher value. Within 0,7 sec You'll get 2 ticks out of it and those 2 ticks are daling around 30% more damage then regular spammable ability and You still can follow it up with another ability without wasting global cooldowns.
You're not seing masses of people using it simply because it was not popularised on YT on any other media very massively
but that doesnt change a fact skill itself is overloaded. It's not the 1st thing that was going under a radar for quite some time.
If you wanna make the stun deal no damage and even reduce the range, you better make it unblockable, too.
In that case they'd have to change it from a channeled ability to a cast ability too. Every time someone uses this skill they're making themselves completely vulnerable for 3 seconds unless they cancel it.
It's not as OP as everyone in this thread is making it seem. If it were, you'd see a lot more people using it.
Just a good stun accessible to all magicka players. The counterpart to Turn Undead. Absolutely fine with me.
It's in no way counterpart to Turn Undead. It's way stronger against single oponent and even when outnumbered it's decently strong.
figured I would add, the reason magica wardens use this is because its actually a nice on demand stun for them, as well as dealing some damage and getting some health, that's kind of perfect if you need a stun or want to play more support based.
figured I would add, the reason magica wardens use this is because its actually a nice on demand stun for them, as well as dealing some damage and getting some health, that's kind of perfect if you need a stun or want to play more support based.
Ragnarock41 wrote: »figured I would add, the reason magica wardens use this is because its actually a nice on demand stun for them, as well as dealing some damage and getting some health, that's kind of perfect if you need a stun or want to play more support based.
Well obviously, if zenimax didn't overnerf dots to the point this ability outperformed regular dots, there wouldn't be anyone complaining over it.
You're right, I misspoke.It's 5 ticks for accelerating drain and 4 ticks at base ability form. You can check for evidence on previous page.OK, but over the course of a full channel Sweeps is more than twice as powerful as Drain, heals for much more, does AOE damage, applies a snare 4 times per second ... should we nerf that as well? Because I'd be perfectly fine with that.Cancelling it after 0,7-1 sec makes it basically equaly strong or even stronger then jabs with the difference it's more bursty , cheaper , have an undodgable stun and gives You a speed buff and it's also easier to hit specific enemy with it then with jabs higher value. Within 0,7 sec You'll get 2 ticks out of it and those 2 ticks are daling around 30% more damage then regular spammable ability and You still can follow it up with another ability without wasting global cooldowns.
You're not seing masses of people using it simply because it was not popularised on YT on any other media very massively
but that doesnt change a fact skill itself is overloaded. It's not the 1st thing that was going under a radar for quite some time.
If you wanna make the stun deal no damage and even reduce the range, you better make it unblockable, too.
In that case they'd have to change it from a channeled ability to a cast ability too. Every time someone uses this skill they're making themselves completely vulnerable for 3 seconds unless they cancel it.
It's not as OP as everyone in this thread is making it seem. If it were, you'd see a lot more people using it.
Just a good stun accessible to all magicka players. The counterpart to Turn Undead. Absolutely fine with me.
It's in no way counterpart to Turn Undead. It's way stronger against single oponent and even when outnumbered it's decently strong.
No? It's not?
(o_ô)