TX12001rwb17_ESO wrote: »Your msking a whole lot of assumptions there stating Vampires survive with stealth, do you see any Vampire Lords or Bloodknights look like they are using stealth to survive?
Vampires are tanky because as the term undeath implies they are undead, Werewolves are not undead, Vampires are not alive and it should be quite a feat to kill what is already dead, if anything they are not tanky enough but that would break balance.
That is exactly what battle spirit does, adjusting damage done/received and healing values in pvp. Much has changes since it was last touched, it might need adjustments.elven.were_wolf wrote: »Okay, let me explain.
1. I find it rather telling of the state of the game’s combat when it is mandatory to spec into vampirism to even survive PVP. Since it is difficult to adjust the damage output as that would mess things up in PvE, just add a passive to PvP that would make people tankier in that field.
2. The undeath passive’s theme made no sense, vampires are creatures of the night, they rely on stealth to survive not tankiness. If anything Werewolves are supposed to be the ones with the tankiness theme. However I am not saying that werewolves need a passive because that would just be unbalanced.
3. Even if no passive was added to PvP at least tanky sets like Pariah’s would be viable again.
YandereGirlfriend wrote: »TX12001rwb17_ESO wrote: »Your msking a whole lot of assumptions there stating Vampires survive with stealth, do you see any Vampire Lords or Bloodknights look like they are using stealth to survive?
Vampires are tanky because as the term undeath implies they are undead, Werewolves are not undead, Vampires are not alive and it should be quite a feat to kill what is already dead, if anything they are not tanky enough but that would break balance.
Right, but if we're going full on RP with the passives (and, IMO, we should) then vamps should also receive penalties during daylight, etc.
TX12001rwb17_ESO wrote: »Except this clan is not affected by Sunlight and historically in RL mythology they never were, that was something added in 1922's Nosferatu, it is good for a game with Vampires to finally reflect that.
TX12001rwb17_ESO wrote: »Except this clan is not affected by Sunlight and historically in RL mythology they never were, that was something added in 1922's Nosferatu, it is good for a game with Vampires to finally reflect that.
elven.were_wolf wrote: »Okay, let me explain.
1. I find it rather telling of the state of the game’s combat when it is mandatory to spec into vampirism to even survive PVP. Since it is difficult to adjust the damage output as that would mess things up in PvE, just add a passive to PvP that would make people tankier in that field.
TX12001rwb17_ESO wrote: »Except this clan is not affected by Sunlight and historically in RL mythology they never were, that was something added in 1922's Nosferatu, it is good for a game with Vampires to finally reflect that.
Except this clan has been specifically created, like a lot of things in ESO, to accomodate the player so that you don't have malus in sunlight. But it doesn't make any sense to have a vampire immune to sunlight in Lore. If you don't see that, it's because it accomodates you.