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Posted by: BeepBoopBop.5403

BeepBoopBop.5403

Such a carry rune. Or at least take away some power or the life stealing. Needs a nerf.

Koolgai Smurf – Thief | Dazin U – Mesmer | Whats Healing Power – Ranger|
I Bought Hot – Revenant | [QQ]

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Posted by: Siva Mira.3546

Siva Mira.3546

Change it to Healing Power instead of Power.

All is vain.

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Posted by: ronpierce.2760

ronpierce.2760

Frankly, I just want it removed because it causes a new bug every patch. It serves no purpose but to play the game safer and lets people play glassier builds than they should while having a passive safety net.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: BlackBeard.2873

BlackBeard.2873

I like the life-steal, as it is a great addition to some strange life-steal build – I think that should be kept. Instead, I would like to see the #6 reworked into something else. As it is, these runes are pretty lame due to how brainless, yet effective they are.

Perhaps they just need to sort out the condi situation (reduce condi cleanse and application rate), as there runes are only good against burst (and TERRIBLE against condi).

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Posted by: Lupanic.6502

Lupanic.6502

yesterday played vs a full group with 3 eles + 1 thief + 1 guard and all eles had this rune. Annoying if you can’t stomp them

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

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Posted by: ronpierce.2760

ronpierce.2760

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

I don’t dislike them because of Eles. They’re more of a hassle than they are worth and add to the passive garbage. It wouldn’t be a bad direction to rework the #6 to something less silly.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

I don’t dislike them because of Eles. They’re more of a hassle than they are worth and add to the passive garbage. It wouldn’t be a bad direction to rework the #6 to something less silly.

okies, what if

(1): +25 Power
(2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
(3): +50 Power
(4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
(5): +100 Power
(6): When struck below 25% health you become mist. (Cooldown: 60s)

becomes

(1): +25 Power
(2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
(3): +50 Power
(4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
(5): +100 Power
(6): You become mist when your health is below 25%. (Cooldown: 60s)

better?

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Posted by: meow one twenty.4376

meow one twenty.4376

Vamp runes definitely seem to be a crutch right now. I’m not for deleting them, but they are serious game changers on some classes. Plus the bugs. I don’t like bugs

Alright meow, where were we?

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Posted by: OlrunTheBlade.1486

OlrunTheBlade.1486

Vamp runes aren’t balanced, Deimos. It isn’t just eles that run them. Engis, Rangers, Thieves. They’re the most common rune set at the moment. They’re definitely overpowered, even before the bugs on ele.

Captain of Never Lucky [NL]
Competitive Warrior, Ele, Mesmer, Ranger, Engineer, Thief

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Posted by: Zuik.7158

Zuik.7158

Please consider disabling this in rune sPvP.

It acts to make bad play too forgiving and also ruins the experience for viewers.

I genuinely believe that removing this is in both yours and our best interest.

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Posted by: goda.3572

goda.3572

I really like the vamp rune on alot of builds, not because of the vap form, but because the leeching on the heal and on the hit add alot of sustain on power based builds that have some short duration cd on heal (such as mesmer mantras, withdraw on thief…) In my opinion, THIS should be the only purpose of a leeching rune, give back some health, drain some, wich makes it a better choice for long 1v1’s, but a less interesting one for big teamfights or very short duels since you lack of burst compared to let’s say, the pack rune, strenght, monk or whatever.

Here are some ideas that would make the (6) bonus fit more with the design of vampirism :

-You gain vampiric aura for 5 seconds after using an elite skill. 45 sec CD.

-Convert 5 or 7% of your power into healing power

If you really wanna keed vapor form proc a thing, at least make it on a rune that fit this well, (rune of the water for example).

(edited by goda.3572)

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Posted by: Anti.9156

Anti.9156

i think deleting the 6th bonus on vamp rune, or vamp rune completly will help balance alot. currently some classes get carried by the passive invul. I played abit of esl with the new rule, and while ele is still super strong there was a really noticeable difference. you can now just burst them down. deleting vamp runes is a huge step for balance right now. after that only a few minor changes in the ele fire line and balance is really good again

this rune helps ele the most, but also thief get carried by it pretty hard and get a 2nd chance if they get bursted. this makes builds like dps-guard unviable in high tier pvp. i think without vamp they would have a spot again. also thief would counter mes again

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Posted by: GrandHaven.1052

GrandHaven.1052

Seriously… WHY? Its not even that strong, burst build are kinda forced to use it.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Seriously… WHY? Its not even that strong, burst build are kinda forced to use it.

Because baddies can’t count to 3.

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Posted by: phokus.8934

phokus.8934

They need to remove the 6 piece bonus and change it to something else.

I Moa a person, get them below the 25% threshold, boom, Mist form. My only hope is that they have conditions on them ticking fast and hard.

I post from a phone so please excuse any references to ducks or any other auto corrections.

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Posted by: Rune Darkmoor.3269

Rune Darkmoor.3269

Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.

Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.

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Posted by: Ravenmoon.5318

Ravenmoon.5318

Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.

Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.

Yes, this is a bug, and you should report it.

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Posted by: Iavra.8510

Iavra.8510

Easy solution: Increase D/D ele condition output, so things still die in mistform.

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Posted by: witcher.3197

witcher.3197

It should be removed from PvP, +1.

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Posted by: Rune Darkmoor.3269

Rune Darkmoor.3269

Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.

Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.

Yes, this is a bug, and you should report it.

If it’s a bug then they should fix it on Renewed Focus and ALL invulnerability skills as well, seeing as it has the same effect. (Which no one would want THAT fixed of course)

Actually, I don’t think that’s a bug. That’s working as intended, cause conditions for as long as I can remember have ALWAYS ticked through invulnerability. I’ve delt with it for years on RF.

To me this seems like begging for help that’s unneeded. I’ve never used Vamp runes and I’ve very rarely seen a fight where the vapor form at 25% really made a difference unless it was a thief.

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Posted by: Spartacus.3192

Spartacus.3192

Easy solution: Increase D/D ele condition output, so things still die in mistform.

Wouldnt be surprised to see that happen! LOL

Your typical average gamer -
“Buff my main class, nerf everything else. "

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Posted by: Trigr.6481

Trigr.6481

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

Vamp runes are balanced, I mean why else would Ele’s, Mesmers, Engineers, Thieves, & Rangers use them in competitive play?

Countless

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Posted by: Firebird.8324

Firebird.8324

I agree with OP

Over Powered Necro [dk] (Bird of Fire)
One spam to rule them all!
Mains Power Necro for team Radioactive[dk]

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Posted by: ronpierce.2760

ronpierce.2760

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

Vamp runes are balanced, I mean why else would Ele’s, Mesmers, Engineers, Thieves, & Rangers use them in competitive play?

Countless

Reminds me of how balanced early Lyssa runes were.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: Covis.6037

Covis.6037

its best rune for every zerker class (unless u run pack huehuehue), MUST BE BALANCED!!!!!!!!!!!!!!!!!!!!!!

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Posted by: Dahkeus.8243

Dahkeus.8243

Change it to Healing Power instead of Power.

You’d want to see bunker guards with mist form at 10% hp?

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Posted by: Trigr.6481

Trigr.6481

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

Vamp runes are balanced, I mean why else would Ele’s, Mesmers, Engineers, Thieves, & Rangers use them in competitive play?

Countless

Reminds me of how balanced early Lyssa runes were.

Only took em a year, it will probably be the same for vamp

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Posted by: Necrotize.2974

Necrotize.2974

its best rune for every zerker class (unless u run pack huehuehue), MUST BE BALANCED!!!!!!!!!!!!!!!!!!!!!!

You realize that if vamp runes did get nerfed, it’d likely just be some other rune set that every marauder/zerker build runs right…? It’ll always be that way for as long as sites like Metabattle exist. People will see pros running a certain spec/runes/sigils and then it’ll get copied, and everyone will play it. There will likely always be one rune set that is just plain better than the other choices in most situations.

But I guess we could just go down the line and nerf whatever people start using more. Lots of people using vamp? Nerf em. Lots of people using pack? Nerf those too. Lots of people using Strength? Nerfity nerf nerf. And so on until every rune choice is equally terrible and they contribute almost nothing to play. But even then, everyone will still just copy whatever gets used in tournaments.

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Posted by: Lordrosicky.5813

Lordrosicky.5813

i think deleting the 6th bonus on vamp rune, or vamp rune completly will help balance alot. currently some classes get carried by the passive invul. I played abit of esl with the new rule, and while ele is still super strong there was a really noticeable difference. you can now just burst them down. deleting vamp runes is a huge step for balance right now. after that only a few minor changes in the ele fire line and balance is really good again

this rune helps ele the most, but also thief get carried by it pretty hard and get a 2nd chance if they get bursted. this makes builds like dps-guard unviable in high tier pvp. i think without vamp they would have a spot again. also thief would counter mes again

Same for power necro. The runes mean you cant play it just like dps guardian.

It really is stupid and passive.

But my prediction is they try to nerf it and buff it by mistake just like with celestial amulet.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: Terrahero.9358

Terrahero.9358

Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.

Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.

I thought the same thing reading this.

These runes are countered, hard, by conditions. Getting the mistform proc while conditions running on you is a liability more so than it helps. Being unable to use skills to heal, or clear conditions, because you’re locked into a mistform while still eating condition damage is a death sentence at such low health.

The fact people complain that it’s op and everyone runs them only shows that nobody must be using conditions or you would see these people complaining that these runes were underpowered.

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Posted by: meow one twenty.4376

meow one twenty.4376

Look no further than this thread to see how Condi Meta IS NOT a thing if it was this wouldn’t be that much of an issue.

Cause even while vapor formed conditions still tick and I’ve dropped more than one endure pain warrior/ele/vamp rune player during the duration of it. Lol Especially if they are extremely glassy.

I thought the same thing reading this.

These runes are countered, hard, by conditions. Getting the mistform proc while conditions running on you is a liability more so than it helps. Being unable to use skills to heal, or clear conditions, because you’re locked into a mistform while still eating condition damage is a death sentence at such low health.

The fact people complain that it’s op and everyone runs them only shows that nobody must be using conditions or you would see these people complaining that these runes were underpowered.

I don’t believe in a current “condi meta” BUT there are alternative possibilities; the classes that have the best condi application also use Vamp runes, or the classes who use Vamp runes are weakest to power damage spikes, or classes who use Vamp runes often have healing/Condi cleanse/escapes immediately after Mist Form expires.

It’s not so black and white.

Alright meow, where were we?

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Posted by: witcher.3197

witcher.3197

Change it to Healing Power instead of Power.

You’d want to see bunker guards with mist form at 10% hp?

Bunker guards would never give up Soldier Runes because of the shouts.

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Posted by: Cynz.9437

Cynz.9437

vamp runes are mandatory for thieves atm due to burst increase and state of mesmers….

let’s delete thieves because eles are broken… dat logic~

All is Vain~
[Teef] guild :>

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Posted by: Krysard.1364

Krysard.1364

Even if Vamp rune is broken, Im not sure if its better to remove it… See Air/Fire procs…

If something has to be done with Vamp runes, is rework the #6 buff, so its more related to vampirism and can focus more on leeching life… Maybe increasing leeching effectiveness so it can be a choice for Necros/Revenants? Or something related to vamp aura as posted before…

M I L K B O I S

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Posted by: GrandHaven.1052

GrandHaven.1052

vamp runes are balanced.
eles are not.

remove eles, not vamp runes.

Vamp runes are balanced, I mean why else would Ele’s, Mesmers, Engineers, Thieves, & Rangers use them in competitive play?

Countless

Rangers are found in competitive play? News to me.

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Posted by: Covis.6037

Covis.6037

its best rune for every zerker class (unless u run pack huehuehue), MUST BE BALANCED!!!!!!!!!!!!!!!!!!!!!!

You realize that if vamp runes did get nerfed, it’d likely just be some other rune set that every marauder/zerker build runs right…? It’ll always be that way for as long as sites like Metabattle exist. People will see pros running a certain spec/runes/sigils and then it’ll get copied, and everyone will play it. There will likely always be one rune set that is just plain better than the other choices in most situations.

But I guess we could just go down the line and nerf whatever people start using more. Lots of people using vamp? Nerf em. Lots of people using pack? Nerf those too. Lots of people using Strength? Nerfity nerf nerf. And so on until every rune choice is equally terrible and they contribute almost nothing to play. But even then, everyone will still just copy whatever gets used in tournaments.

you do realise vampirism is completely broken? unlike other runes…

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Posted by: Necrotize.2974

Necrotize.2974

its best rune for every zerker class (unless u run pack huehuehue), MUST BE BALANCED!!!!!!!!!!!!!!!!!!!!!!

You realize that if vamp runes did get nerfed, it’d likely just be some other rune set that every marauder/zerker build runs right…? It’ll always be that way for as long as sites like Metabattle exist. People will see pros running a certain spec/runes/sigils and then it’ll get copied, and everyone will play it. There will likely always be one rune set that is just plain better than the other choices in most situations.

But I guess we could just go down the line and nerf whatever people start using more. Lots of people using vamp? Nerf em. Lots of people using pack? Nerf those too. Lots of people using Strength? Nerfity nerf nerf. And so on until every rune choice is equally terrible and they contribute almost nothing to play. But even then, everyone will still just copy whatever gets used in tournaments.

you do realise vampirism is completely broken? unlike other runes…

Not really. Once the ele hp reset thing is fixed, they’ll be perfectly fine. They help reduce the total dominance of power builds. Maybe if they were a little stronger, condi builds would finally take a good hold since against someone good playing a condi build, vamp runes can and will get you killed.

But people will complain about anything that stops them from playing on autopilot I guess.

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Posted by: Wolfey.3407

Wolfey.3407

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Former PvP Forum Specialist
2015-2016
Fort Aspenwood

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Posted by: Saiyan.1704

Saiyan.1704

Vamp runes were never an issue previously… they’re only an “issue” now because of Ele abuse.

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

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Posted by: witcher.3197

witcher.3197

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Vampirism is on a completely different level – other runes usually give a couple of boons, boon duration, minor effects (like radiation field), or passive effects (+5% dmg, -20% condi duration). Some of these are powerful, but not gamebreaking.

Then you have a rune which essentially passively saves you from a coordinated burst, or carries you if you seriously misplay.

Some professions have similar GM traits, like Defy Pain for warrior – but those professions were designed with that in mind (not a good design, but it was taken to consideration), and even those GM traits aren’t this powerful. Giving immunity away so freely is horrible, power specs barely need to make any sacrifices for it.

How do you compare +20% might duration or +5% damage to multiple seconds of godmode which often saves you from lethal damage and allows you to overcommit to stomps or resses because the channeling won’t even get interrupted?

When there is a single rune which is capable of carrying a player just by being equipped, there are problems.

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Posted by: Cynz.9437

Cynz.9437

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Vampirism is on a completely different level – other runes usually give a couple of boons, boon duration, minor effects (like radiation field), or passive effects (+5% dmg, -20% condi duration). Some of these are powerful, but not gamebreaking.

Then you have a rune which essentially passively saves you from a coordinated burst, or carries you if you seriously misplay.

Some professions have similar GM traits, like Defy Pain for warrior – but those professions were designed with that in mind (not a good design, but it was taken to consideration), and even those GM traits aren’t this powerful. Giving immunity away so freely is horrible, power specs barely need to make any sacrifices for it.

How do you compare +20% might duration or +5% damage to multiple seconds of godmode which often saves you from lethal damage and allows you to overcommit to stomps or resses because the channeling won’t even get interrupted?

When there is a single rune which is capable of carrying a player just by being equipeed, there are problems.

nightmare runes say hi

All is Vain~
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Posted by: nearlight.3064

nearlight.3064

I also think it’s a bit of BS that vamp rune mist form still lets you stomp, Rez, and go through portals. I mean I guess the ele version of the skill would be useless without it, but it’s still irritating that leakers can get a free portal escape off from a runeset, let alone the free peel to stealth up and get away.

Necromancer Main
Taking a break from GW2 to play various
Nintendo games..

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Posted by: witcher.3197

witcher.3197

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Vampirism is on a completely different level – other runes usually give a couple of boons, boon duration, minor effects (like radiation field), or passive effects (+5% dmg, -20% condi duration). Some of these are powerful, but not gamebreaking.

Then you have a rune which essentially passively saves you from a coordinated burst, or carries you if you seriously misplay.

Some professions have similar GM traits, like Defy Pain for warrior – but those professions were designed with that in mind (not a good design, but it was taken to consideration), and even those GM traits aren’t this powerful. Giving immunity away so freely is horrible, power specs barely need to make any sacrifices for it.

How do you compare +20% might duration or +5% damage to multiple seconds of godmode which often saves you from lethal damage and allows you to overcommit to stomps or resses because the channeling won’t even get interrupted?

When there is a single rune which is capable of carrying a player just by being equipeed, there are problems.

nightmare runes say hi

Are you implying that 1 second of single target fear that can be triggered by pets and clones or negated by stability or condi immunity is OP or something?

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Posted by: Cynz.9437

Cynz.9437

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Vampirism is on a completely different level – other runes usually give a couple of boons, boon duration, minor effects (like radiation field), or passive effects (+5% dmg, -20% condi duration). Some of these are powerful, but not gamebreaking.

Then you have a rune which essentially passively saves you from a coordinated burst, or carries you if you seriously misplay.

Some professions have similar GM traits, like Defy Pain for warrior – but those professions were designed with that in mind (not a good design, but it was taken to consideration), and even those GM traits aren’t this powerful. Giving immunity away so freely is horrible, power specs barely need to make any sacrifices for it.

How do you compare +20% might duration or +5% damage to multiple seconds of godmode which often saves you from lethal damage and allows you to overcommit to stomps or resses because the channeling won’t even get interrupted?

When there is a single rune which is capable of carrying a player just by being equipeed, there are problems.

nightmare runes say hi

Are you implying that 1 second of single target fear that can be triggered by pets and clones or negated by stability or condi immunity is OP or something?

it is actually longer than 1 sec…. with certain builds…. besides it works just like vamp rune… passive

there is also no way to tell when it will trigger as CD isn’t shown

personally i think as long as mesmer burst isn’t nerfed vamp runes must stay as they are

All is Vain~
[Teef] guild :>

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Posted by: Vieux P.1238

Vieux P.1238

Just make it unavailable to the Ele class & available to all others.

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Posted by: Shockwave.1230

Shockwave.1230

I want vamp runes removed the same time they remove Defy Pain and Self Regulating Defenses.

As annoyed as others are with vamp runes I get just as annoyed with those traits AND vamp runes.

Nothing dies at 25 percent health once per minute because of these 3 things.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Vampirism is on a completely different level – other runes usually give a couple of boons, boon duration, minor effects (like radiation field), or passive effects (+5% dmg, -20% condi duration). Some of these are powerful, but not gamebreaking.

Then you have a rune which essentially passively saves you from a coordinated burst, or carries you if you seriously misplay.

Some professions have similar GM traits, like Defy Pain for warrior – but those professions were designed with that in mind (not a good design, but it was taken to consideration), and even those GM traits aren’t this powerful. Giving immunity away so freely is horrible, power specs barely need to make any sacrifices for it.

How do you compare +20% might duration or +5% damage to multiple seconds of godmode which often saves you from lethal damage and allows you to overcommit to stomps or resses because the channeling won’t even get interrupted?

When there is a single rune which is capable of carrying a player just by being equipeed, there are problems.

nightmare runes say hi

Are you implying that 1 second of single target fear that can be triggered by pets and clones or negated by stability or condi immunity is OP or something?

it is actually longer than 1 sec…. with certain builds…. besides it works just like vamp rune… passive

there is also no way to tell when it will trigger as CD isn’t shown

personally i think as long as mesmer burst isn’t nerfed vamp runes must stay as they are

Sure. Evades can be interrupted with dazes though so the spam has a counter :)

Removing the rune would be fine. Otherwise nerf the form to 1 second, and rooted while mist. Ez.

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Posted by: SnowCow.5914

SnowCow.5914

I want vamp runes removed the same time they remove Defy Pain and Self Regulating Defenses.

As annoyed as others are with vamp runes I get just as annoyed with those traits AND vamp runes.

Nothing dies at 25 percent health once per minute because of these 3 things.

This, remove all dat! Auto stealth too

Can’t win team fight’s without me; can’t hold points without me. #BunkerGuardLife
Teszla

Delete vamp rune

in PvP

Posted by: Seifer Thalaen.7869

Seifer Thalaen.7869

Devils Advocate time,
If that rune were to be removed on the grounds that it’s broken or OP…
Should other runes be removed for similar arguments?
If so, where do you draw the line? Where do you blame the class or the synergy of the class with the rune?

It’s very easy to remove something, it’s very hard to prevent a snowball effect.

Vampirism is on a completely different level – other runes usually give a couple of boons, boon duration, minor effects (like radiation field), or passive effects (+5% dmg, -20% condi duration). Some of these are powerful, but not gamebreaking.

Then you have a rune which essentially passively saves you from a coordinated burst, or carries you if you seriously misplay.

Some professions have similar GM traits, like Defy Pain for warrior – but those professions were designed with that in mind (not a good design, but it was taken to consideration), and even those GM traits aren’t this powerful. Giving immunity away so freely is horrible, power specs barely need to make any sacrifices for it.

How do you compare +20% might duration or +5% damage to multiple seconds of godmode which often saves you from lethal damage and allows you to overcommit to stomps or resses because the channeling won’t even get interrupted?

When there is a single rune which is capable of carrying a player just by being equipeed, there are problems.

nightmare runes say hi

thieves love nightmare runes XD