Vamps Again...
I want @Carol_Broadsword to chime in on this because it's literally insane. Read this post and then tell me yes or know if you think this class has gotten out of hand thanks to OP gear.
Straight up the class is broken. Vamps have always been a tough fight but they used to be manageable and I would have a 40% chance vs good vamps which is fair. With the OP gear creep they have gotten completely out of control. Most vamps are now running 7-10% Conversion in their templates, combined with their Loyalty Cloak charge and either 20% conversion proc on freezing chest, or if they don't use that, their template has 5/6 pieces that have a 230 heal proc on them AND everything else capped (I know because I've made a vamp temp just to see if it could all be fit in there and it can).
How can you kill a Vamp when you hit them with their 50%+ magic or melee resists, with 5 pieces of armor that proc 350 heals all the while your damage is so mitigated you might as well not use melee attacks for fear of their heals out-healing the last 2-3 attacks you landed?
On top of that I can powerleak a vamp 10 times in a fight and they still have enough power to spam all (literally all) of their spells and get the pet up 2-3 times after I kill it. I've also had plenty of fights where I am powerleaking 4-5 times in a row, without a vamp hitting me AT ALL, and they are claw spamming the entire 4-5 rounds of combat and beyond...
Of course there are a handful of other OP classes in the game that need some tweaking but they don't bother me as much as vamps
Straight up the class is broken. Vamps have always been a tough fight but they used to be manageable and I would have a 40% chance vs good vamps which is fair. With the OP gear creep they have gotten completely out of control. Most vamps are now running 7-10% Conversion in their templates, combined with their Loyalty Cloak charge and either 20% conversion proc on freezing chest, or if they don't use that, their template has 5/6 pieces that have a 230 heal proc on them AND everything else capped (I know because I've made a vamp temp just to see if it could all be fit in there and it can).
How can you kill a Vamp when you hit them with their 50%+ magic or melee resists, with 5 pieces of armor that proc 350 heals all the while your damage is so mitigated you might as well not use melee attacks for fear of their heals out-healing the last 2-3 attacks you landed?
On top of that I can powerleak a vamp 10 times in a fight and they still have enough power to spam all (literally all) of their spells and get the pet up 2-3 times after I kill it. I've also had plenty of fights where I am powerleaking 4-5 times in a row, without a vamp hitting me AT ALL, and they are claw spamming the entire 4-5 rounds of combat and beyond...
Of course there are a handful of other OP classes in the game that need some tweaking but they don't bother me as much as vamps
Post edited by Armagedden on
Comments
basicly a heavy tank with charge and insta close range dd's that hit like casters non stop
my wizard fights vamps and I pbaoe for like 150, they clawl me 350-400 and they can do it like over 10x on inc nonstop no problem
think snoop clawed me 426 a few times in a row once, I don't think my wizard nukes anyone that high with single target 209 delve nuke, as well as melee going, and like 90% resists lol
Problem is exactly what OP said, its items and procs.
Balance is pretty screwed atm, more about items and uses/procs than ever.
Really think broadsword struggle with the basics of class balancing, sometimes you make thing too complex and just fails to work.
The only problem is that at this point they will have to look at adjusting some of these classes abilities to try and mitigate these problems, because if they start altering the stats on gear that will upset alot of people that will need to retemplate.
The extra frustrating part for me was that they increased hp cap and put in these powerful heal charges and procs AFTER they took out stacking albalatives. Seemed counterintuitive.
Adjusting class abilities just because some /uses and stats made some classes a bit op? Makes no sense for me at all. For vamps it would mean that they just alter the spec, 48 dementia may be the cookiecutter, but isn`t the only viable spec.
Havn`t seen much solo vamps flying around and i don`t play a vamp in rvr, so i don`t care.
But adjusting class abilities that could add more imbalance, bugs etcetc to the game....
you can no longer be a nerd and go chill In some water for 30 mins putting like 6 ablatives up and go fight someone with 0 and make fun of them
least now its a lot more fair, altho it caused another super lame problem of 20 min fights between melees that don't go below 90% hp, but you know who is **** and we cant expect any change to ever come that isn't aswell
Code Omni procs/regen to not gain power for vamp.
(Add rr5 group DA to return power again)