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Drain Stun Vampire OP

  • Lord-Otto
    Lord-Otto
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    Lord-Otto wrote: »
    Lord-Otto 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
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    [Deleted User]
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  • LittlePinkDot
    LittlePinkDot
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    Lord-Otto wrote: »
    Lord-Otto wrote: »
    Lord-Otto 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.
  • Lord-Otto
    Lord-Otto
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    Lord-Otto wrote: »
    Lord-Otto wrote: »
    Lord-Otto 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.

    Don't. I would be nibbling on players all day long! xD
  • phoenixkungfu
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    EVERYTHING THAT BEATS OR COUNTER DOGDE ROLL IS NOT OP.
    BUFF OVERLOAD HEAVY
    "I HAVE SPOKEN"
  • Hexquisite
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    Solariken wrote: »
    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.

    There is also an AD NB Duo that runs this. It's what made me start to use Vamp drain...
    PC NA
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  • Thevampirenight
    Thevampirenight
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    Now if only they would allow vampires to feed on those stunned by Vampiric drain that would make them even better I think. Of course there should be some way to break free of course but it would make vampires more like vampires aka. Vampire stuns you with drain then goes straight for the neck. Anyway adding the ability to feed on those stunned by it would actually make them vampires for a change and not just a passive skillline with unique abilties with added fire weakness with no downsides other then fire. People should be given a reason to feed!
    PC NA
    Please add Fangs to Vampires.
  • Sergykid
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    having it hit twice in a single second is the problem for me. Sure stun and damage me, that's what every skill do, but the 0.7 thing makes this spell hit twice every second and you can just cancel it after each cast to spam that high damage which also heals u twice every second.
    -PC EU- / battlegrounds on my youtube
  • Langeston
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    Papachico wrote: »
    Sneakers wrote: »
    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.
  • Langeston
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    Lord-Otto wrote: »
    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.
  • Lord-Otto
    Lord-Otto
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    Langeston wrote: »
    Lord-Otto wrote: »
    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.
  • Juhasow
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    Langeston wrote: »
    Papachico wrote: »
    Sneakers wrote: »
    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.

    It's 5 ticks for accelerating drain and 4 ticks at base ability form. You can check for evidence on previous page.
    Edited by Juhasow on January 1, 2020 4:51AM
  • Juhasow
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    Langeston wrote: »
    Lord-Otto wrote: »
    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.

    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.
  • Juhasow
    Juhasow
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    Lord-Otto wrote: »
    Langeston wrote: »
    Lord-Otto wrote: »
    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.
  • Gatdangmayne
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    Garbage tier carry skill zos pls delete

    Pro drain ppl: It's not bad, block it or bash! 4 force pulses are the same thing!

    Everyone: Uwotm8?

    Smh another reason this game is hemorrhaging vet pvp players.

    On ps4na literally every, ummmm, player i deem below my skill level (and sadly a lot that are equal but always crutch on the broken things) spams this.

    Hella damage, in reality its un counterable

    I am not a nerf person. Besides maybe some mostly trolling talking about cloak/streak - and snipe/ballista - im generally against nerfs.

    Delete this crap skill.
  • evoniee
    evoniee
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    1. it is a high damage spamable + STUN, it out damage desto staff spamable if weaved 2 tick cancel perfectly
    2. the stun bypass roll dodge, pretty bs like fosilize (fosilize more bs btw)
    3. it heal for a tiny bit + give minor expedition (axcelerating drain, most ppl use)

    honorable mention: it is *** cheap especialy with vamp 4 for a high damage spamable stun.
  • Lughlongarm
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    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".
    Edited by Lughlongarm on January 1, 2020 2:11PM
  • Langeston
    Langeston
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    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".
    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?

    Dawnbreaker is the same way & now you want EVERY ult in the game to do that kind of damage?

    And on top of that you want EVERY ability in the game to have basically the same effect as flame damage to vampires just by slotting [snip] Camo Hunter? I can't believe people are talking about completely nerfing the entire vampire skill line into the ground because of ONE skill.
    [edit: holy [snip], I just reread your comment & you want it to STACK with flame damage??? Slot Dawnbreaker & all your flame abilities now do 45% more damage instead of just 25%! LMAO.]

    I used drain for about 2 weeks & haven't used it since — it was nice, but annoying to use in group play & overall not nearly as OP as everyone in this thread is making it out to be.

    I die to DKs a hell of a lot more than vampires, let's make every skill in the game 1-hit them if you have an ult slotted. Sound like a plan?

    You people are nuts.
    [edited for profanity bypass]
    Edited by ZOS_Icy on July 26, 2025 6:47PM
  • Langeston
    Langeston
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    Juhasow wrote: »
    It's 5 ticks for accelerating drain and 4 ticks at base ability form. You can check for evidence on previous page.
    You're right, I misspoke.
    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.
    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.
  • Thevampirenight
    Thevampirenight
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    Its funny because earlier in 2019 people were complaining about vampire drain being useless. It seems like it isn't useless anymore.
    https://forums.elderscrollsonline.com/en/discussion/465217/zen-for-love-of-god-rework-drain-essence-please

    Well its only bis I guess or very good now because everything else was nerfed. Maybe they did this on purpose to actually make it useful for a change. Who knows I'd imagine they will nerf it eventually but well till then people should enjoy it.
    PC NA
    Please add Fangs to Vampires.
  • Lord-Otto
    Lord-Otto
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    Juhasow wrote: »
    Lord-Otto wrote: »
    Langeston wrote: »
    Lord-Otto wrote: »
    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)
  • Feizao
    Feizao
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    I'll first say I do believe trying to breaking free from the drain feels like fear, which has similar stun animations. Also if i only use it for the stun I block cancel forgoing most of the damage it offers. fair trade imo. If I want the most damage out from it I cant do anything else while casting and risk getting interrupted.

    I usually use it toward the end of a fight to 1) stun enemy from healing and 2) assume stam pool is too low to CC break.

    I've always noticed that the drain had some damage to it (pre-DOT meta). My guess as to why more and more are using it now, probably b/c someone must of used an underrated skill on them and now the receiver decided to try it for themselves on someone else.
    Imagine that.. they're some decent abilities to use outside of meta. I sometimes use sap essence > concealed weapon and swallow soul as a 'spammable' b/c you cant roll dodge aoe (my build is originally designed for bombing)
    Edited by Feizao on January 1, 2020 11:03PM
    PS4 NA lsoSO4P
    EP - Dark Elf - MagBlade Vamp
    EP - Nord - Stam/MagDk
    EP - Argonian - StamCro
    EP - Nord - StamPlar/Hybrid Healer
    AD - Khajit - StamBlade/Tank
    AD - Khajit - StormSorc/Hybrid WW
    DC - Breton - MagDen
  • Somewhere
    Somewhere
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    The tooltips and actually function of the skill dont really seem that op, the issue is that the skill rarely allows you to break free as quickly as most other stuns. Take for instance dragon leap, you can and should be able to break free from that mid air. Vampire stun I am stuck in it for what feels like at least a full second, that feels glitchy.

    Worse are these warden builds spamming this and wall of frost / frost clench on you to immobilize you while following up with vampire drain. I encountered one of these the other day and every time I would get immobilized and then stunned, I wouldn't see any stun animation, my character would stand there in the usual idle animation. I tried dodging, nothing. It takes a full second or two to realize you're actually stunned and you need to break free, but the game gives no feedback. I mean that might be the game just having an aneurysm from all the effects, but I dont encounter this except with vampire drain. Ymmv but imo the stun on this is glitchy and gets worse when there is a lot going on, like in a BG with everyone in the same spot.
  • Wing
    Wing
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    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.
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • Iskiab
    Iskiab
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    Wing 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.

    It’s also decentish in a burst combo. I go: flies - bugs - racer - vamp drain. Always seems to get people to 20% and they heal up, but maybe that’s just MagWarden life.

    The ability’s fine, it’s just the magicka cost is way too cheap. People are used to escaping projectiles and since a channel it hits people in a dodge roll, where dodge roll spammers are used to being invincible to everything but fears.
    Edited by Iskiab on January 2, 2020 2:50AM
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  • Ragnarock41
    Ragnarock41
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    Wing 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.
  • Juhasow
    Juhasow
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    Wing 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.

    Problem is Zos overbuffed this ability in scalebreaker when they were buffing all the DoTs and later on when they were nerfing DoTs they left drain untouched. They buffed various features of that ability. In scalebreaker it was obviously not shining because in scalebreaker everyone was dead before even being stunned due to overwhelming amout of DoT dmg but now even if DoTs would be nerfed as hard as theywere in Dragonhold drain would still become way to go stun for many setups because of how overloaded it became.

    Here is what they did in Scalebreaker.
    Drain Essence:
    Removed the 1 second delay on this ability and its morphs before it deals damage.
    The channel from this ability can no longer be dodged.
    Reduced the damage per tick by approximately 11%, but the additional tick it now deals results in an increase of damage by approximately 89%.
    This ability and its morphs now heal for up to 15% of your Missing Health per tick, down from 20%, to retain the 60% of your Missing Health over 3 seconds.
    Accelerating Drain (morph): Increased the frequency of damage and healing this ability deals, resulting in 1 extra tick of damage and healing.

    They could atleast bring back delay for the 1st tick of damage because right now this ability is basically like undodgable chanelled dizzying swing that starts with the stun.
    Edited by Juhasow on January 2, 2020 5:05AM
  • Juhasow
    Juhasow
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    Langeston wrote: »
    Juhasow wrote: »
    It's 5 ticks for accelerating drain and 4 ticks at base ability form. You can check for evidence on previous page.
    You're right, I misspoke.
    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.
    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.

    No jabs are not over 2 times more powerfull. At base 3 casts of jabs will give You around 35% more damage then full cast of accelerating drain. Scaling for higher jabs component is equal to $1 = 0.0387917 Mag + 0.407949 SD when scaling of accelerating drain is $1 = 0.0594602 Mag + 0.623242 SD. In 3 seconds if You can get 12 ticks of jabs (light attack weaving makes it more then 3 seconds) and 5 ticks of accelerating drain (6 if You'll decide to block cancel it every 2 ticks). So we're getting amount of raw damage for jabs equall to $1 = 0,47 Mag + 4,8 SD when amount of raw damage for 5 ticks of accelerating drain is $1 = 0,3 Mag + 3,1 SD which makes accelerating drain fully casted only ~35% weaker then 3 casts of jabs.

    I think I dont have to mention how much cheaper it is to cast accelerating drain once vs casting jabs 3 times. It's also way easier to target enemy with drain. Undodgable stun beats 40% snare always when You're trying to create burst combo and kill someone. Also drain gives You 20 seconds of minor expedition buff. When it comes to heal it depends how much health You had when casting drain. In certain situation heal from 1 cast of accelerating drain can outheal 3 casts of jabs since it heals You for 75% of missing health but it's pretty niche scenario.

    Jabs still require some minimum amount of brain cells to use. Accelerating drain does not while being very strong ability. Oh and btw jabs in the past had stun at the end of the cast. it was removed due to multiple reasons. Now we have a skill that have a stun at the beggining of the cast which is way stronger feature.
    Edited by Juhasow on January 2, 2020 5:02AM
  • Juhasow
    Juhasow
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    Lord-Otto wrote: »
    Juhasow wrote: »
    Lord-Otto wrote: »
    Langeston wrote: »
    Lord-Otto wrote: »
    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)

    So equivalent of undodgable dizzying swing with 10 meters range and stun that starts dealing damage instantly is weaker while consuming also 2 times less resources then Turn Undead ? Interresting.

    Against single opponent it is stronger. Way stronger. Turn undead may be better when escaping some Xv1 but when fighting people accelerating drain beats it. To be fair I was even using accelerating drain to esape because I was just turning around using it on someone so there was minus 1 person chasing me and I gained additional minor expedition on top of the major expedition I have from race against time.
  • Gatdangmayne
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    That's pretty much it right there. ^

    Also, just wanna say to wardens and necros complaining about no cc, that's what off balance is for. Learn to use it.
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