steveb16_ESO46 wrote: »What would be fantastic would to have extremely powerful Fighter's Guild NPC's roaming towns in groups so that entering town as a vamp would be a big risk. If you're 'spotted' then a hue and cry goes up and you cannot interact with npc's for a period of time. A few hours maybe.
I totally agree with the need for a nerf in PVP, but they really made the vampirism pointless for all except sneaking builds.
There is no upside to it anymore, just the faster sneaking. And it is just sad, that they nerf a class but don't adress the bug that you need to relogg after every death to reactivate the passive skill.
And that vampires need to feed every 30 minutes is just ridic.
It needed to be fixed in PvP as well as PvE. Future TES games need to add books to the lore about how the 2nd Era was briefly overrun with vampires.Since Cyrodiil is no longer Vampire Wars and vamps can't solo group dungeons, I think the fix was the right one.
It needed to be fixed in PvP as well as PvE. Future TES games need to add books to the lore about how the 2nd Era was briefly overrun with vampires.Since Cyrodiil is no longer Vampire Wars and vamps can't solo group dungeons, I think the fix was the right one.
So much fail in your post. Let me correct at least the one thing, Vamps never soloed group dungeons. DKs and Sorcs who happened to have the vamp skill line Solo group dungeons and guess what? They still do.
SunfireKnight86 wrote: »It needed to be fixed in PvP as well as PvE. Future TES games need to add books to the lore about how the 2nd Era was briefly overrun with vampires.Since Cyrodiil is no longer Vampire Wars and vamps can't solo group dungeons, I think the fix was the right one.
So much fail in your post. Let me correct at least the one thing, Vamps never soloed group dungeons. DKs and Sorcs who happened to have the vamp skill line Solo group dungeons and guess what? They still do.
They did it because of Vamp, and can't any longer. They would redcue ult cost and just AoE/Bat Swarm the bosses for twenty minutes. That's broken.
Nice try though.
ShadowOfOblivion wrote: »The thing with the bugs to the vamp passives (that I have noticed through a mix of pure luck then investigation afterwards) is that they only bug out when you die, or change zones, then you feed and its fixed.
The only one that doesn't seem to apply at all is the one the reduces the HP regen penalty by 5% per stage.
As for the counterbalance to the negatives, its the abilitys, and the passives when they work.
Fixes to the bugs effecting the passives, like I said are soposed to be coming in 1.1.0, and are already up on the PTS.
Think of the nerf as a band-aid untill 1.1.0 comes. its to stop the BS thats been happening in PvP.
If they go out and say "we will revert the nerf once the fixes are out" ok. But at the moment they fixed nothing and nerfed all vampires because of few crybabies...that's bigger BS than what was happening in the stupid PvP mode...
blackwolf7 wrote: »The nerf completely destroyed vamp in pve. Although we really need that passive fix first before having the final verdict
blackwolf7 wrote: »The nerf completely destroyed vamp in pve. Although we really need that passive fix first before having the final verdict
Agreed. And the passive fix won't make it playable in PVE either. It will simply be ruined in both environments. Even when passives are fixed, nobody will accept all of those horrible weaknesses just for laggy abilities that lack potency.
Draconiuos wrote: »Why don't you take your unconstructive thread and shove it some where. I am tired of hearing the crying on both sides of the freaking Vampire issue.
Go try Werewolf for a bit and then come back and tell me Vampire is a waste in its current state. I bet the werewolves would give up 75% health regen for a passive that reduces their ult by 20%.