Official Feedback Thread for Nightblades

  • olsborg
    olsborg
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    Helluin wrote: »
    As mentioned by others.
    Killers blade should deal physical damage.
    Staminamorph.

    This for sure but the issue is also with:
    - Power Extraction (magic damage - stamina morph)
    - Assassin's Will (magic damage)
    - Ultimates (magic damage)
    - Skills and Ultimates of Fighters Guild (physical + magic damage)

    The changement to CP should address this as well otherwise changing the kind of damage skills and Ultimates would be more complicated, creating then an issue for magicka builds.

    Yip. This obviously wasnt an issue pre CP system, but now it very much is an issue, wich the devs should adress asap imo.

    PC EU
    PvP only
  • CP5
    CP5
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    @ProbablePaul, what's to stop people from combing for NB's now with the toggled magelight? Now people would need to micro-manage a 5s buff at best every 10s in order to combat cloak. NB's have a high move speed, decent snares, and can still use several skills to get out of range and recloak.

    People have been told many times to use magelight to counter NB's but a fifth of your skills going toward countering a single classes quite usable skill is excessive. This change makes the skill more reaction based, and if you're fast enough you could get out of range before the target gets magelight up. Stealth gameplay didn't get killed in an end of the world way, it just got more interesting.
  • olsborg
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    Nysticc wrote: »
    raasdal wrote: »
    Can someone clarify with Cloak;

    Are DoT's PAUSED while in Cloak, or does the 0 damage ticks while in cloak, count towards the total runtime of the DoT?

    In other words, can i cloak through the entire duration of a DoT and take 0 Damage?

    yep.

    Makes me wonder tho, if you cloak when dotted, and someone has det pots and keep atking you, the dot will start running its course for as long as you are "brought out of cloak by taking direct dmg" right?

    PC EU
    PvP only
  • AllPlayAndNoWork
    AllPlayAndNoWork
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    R0M2K wrote: »
    So you finally nerf the core skill of the class (Shadow cloak)?

    That plus me being a Stamina NB ends in me not buying your DLC and considering stopping playing the game at all. Thanks for nothing.

    You have all the moaning part time / average players who didn't want to slot the many many counters to cloak - they have their wish and we all know that who ZoS cater for. LAME AS F*** from ZoS (again).
  • Miwerton
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    Lets just get a couple of things of the board so we can refocus on things that need focus.

    A) If your just here to go trolol, and rub it in (most likely from some hatred from being ganked in pvp) It really isnt contributing to the discussion.

    B) Dont go off praising Zos and especialy the devs, theyre logic and rationel should critized and shown its fault and errors, so we can move forward. (hopefully with them learning from theyre mistakes)

    C) Nb has been mainly called OP since the IC release, most likely due to gank and taking theyre tel var stones, which is pvp, in pve you dont have that extrodanarie single dps.

    D) and last, get The Devs to actually try theyre work, playing with others on the megaservers, and see the reality of the game. Opposed to the reality they are under the impression of how they think the game is played.
  • Elijah_Crow
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    Did anyone mention Killer's Blade should be physical damage? Shouldn't forget that one...

    :)
  • Xsorus
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    People running Mage light right now can see you just revealing you.. They get this free from the passive of just having it on the bar... Now they have to spend 2k or so mana on the low end just to do this same thing and reveal you for 5 seconds... However at the same time you now don't purge dots like you use to... To that's a disadvantage there.. However shadowy disguise has actually just opened up for nbs now since the dot suppression is base line.. And having the on demand 100% chance to crit is extremely amazing... You realize just that alone with meteor or prox will get you a lot of kills.

    So I don't think the Mage light thing is going to hurt ya... What's going to suck for you is scorching flare...
  • Miwerton
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    Did anyone mention Killer's Blade should be physical damage? Shouldn't forget that one...

    :)

    Yep, me on first page of this thread
  • helediron
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    Now when SA from DoTs is gone, NB tanks need adjusting. Especially when there were no fix to stam regen nerf when blocking nor to heavy armor usage.

    Just to repeat all the nerfs: stamina regen is zero when blocked. SA no longer return from any DoT. SA ability return amounts significantly reduced when changed from percentages to fixed amounts. SA changed from toggle to ability, which costs significant amount. Four hits in a row, all cumulating against PvE tanks. This stamina issue has gone too far now.

    I think the SA returns from abilities should be increased accordingly. If i ever needed resources for my NB DD, the light attack weaving is the important part. While tanking and blocking, it's the chance from abilities that count. Now when DoTs return nothing, the ability part should be increased for tanks. Increase the ability trigger chance from 10% to 20%. That would also help the RNG, when the damn thing refuses to trigger over 30 times, and i die.

    The Leeching Strikes is useless. No one uses it. Change it to something useful for tanks that still have to hold block in end content.

    Bolstering Darkness should trigger the ally heals automatically, just like magma shell now triggers ally shields. Put a DoT damage to synergy.

    The funnel healing should have been increased to three to support four-person groups, not to reduce to one. Same thing with templars. There are many whole-group damage phases, where all four require heavy healing, both the DoT from funnel plus healing springs. Funnel healing has only about ten meter range. Stupid change for both NBs and templars.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • melodeath
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    oh boy..

    i could get where that cloak nerf came from when you see magblades and stamblades with extra magic regen..
    BUT than you added somthing new to magelight wich makes the nerf to cloak over the top.

    why the hell would you give every damn magica player a free on demand non cd stealth detect ?

    is stealthy game play wrong ?
    is cloak wrong ?

    those are pretty much 2 of the 3-4 playstyles that doesnt involve you running around in a mindless zerg..
    oohh.. but they oneshot people? well than.. FIX YOUR BUGGED SKILLS.


    again i get the the nerf to cloak but that magelight thing makes it over the top..

  • Sav72
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    In order to make a optimum decision, one must play and understand the mechanics of a skill or class.
    Savoifair, EP NB

    If you break something, you can glue it back together and fix it, but, it will always be broken...

  • Lava_Croft
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    Does being Marked and then going into Clouding Swarm still reveal you to everybody instead of just the one that cast Mark Target on you?

    With these changes to both Shadow Cloak and Magelight, do Detection potions still reveal you to everybody instead of just the one that quaffed the potion?

    Can you still port to any random Shadow Image that is closest, instead of just your own?

    Do Shadow Image's attacks still not give a *** about LoS checks?
    Edited by Lava_Croft on 6 February 2016 09:44
  • Farorin
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    bowmanz607 wrote: »
    Farorin wrote: »
    My initial thought on the cloak change was that it wasn't so bad, but then considering my main is a stamblade, I thought about it and I realised that what is literally my only defensive ability has been gimped.

    I am not too happy about it considering there are no other real defensive abilities available for a NB, and no other abilities were adjusted in a way to make up for the cloak adjustment.

    I would be okay with it, if there was some other viable ability that would help me not insta-die when touched by a light breeze.

    dodgeroll, vigor, and rally are all tools to mitigate damage. lets not forget you still get an 8%damage reduction from cloak and armor and spell resistance at the same time.

    Dodge-roll, vigour, and rally are defensive skills that are not NB specific.

    I already play my templar by using mainly weapon skills considering templar class skills are mostly terrible, I am not so keen on playing my NB the same way.

    Also, I don't use 2H for my NB.
  • Soulac
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    Lava_Croft wrote: »
    Does being Marked and then going into Clouding Swarm still reveal you to everybody instead of just the one that cast Mark Target on you?

    With these changes to both Shadow Cloak and Magelight, do Detection potions still reveal you to everybody instead of just the one that quaffed the potion?

    Can you still port to any random Shadow Image that is closest, instead of just your own?

    Do Shadow Image's attacks still not give a *** about LoS checks?

    Yes
    dunno
    Yes
    Yes (like any ranged attacks)
    Edited by Soulac on 6 February 2016 12:38
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • Aedaryl
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    I really think Magelight is BROKEN.

    Zenimax needs to remove the 5 seconde no stealth.

    Who is agree ?
  • bowmanz607
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    Farorin wrote: »
    bowmanz607 wrote: »
    Farorin wrote: »
    My initial thought on the cloak change was that it wasn't so bad, but then considering my main is a stamblade, I thought about it and I realised that what is literally my only defensive ability has been gimped.

    I am not too happy about it considering there are no other real defensive abilities available for a NB, and no other abilities were adjusted in a way to make up for the cloak adjustment.

    I would be okay with it, if there was some other viable ability that would help me not insta-die when touched by a light breeze.

    dodgeroll, vigor, and rally are all tools to mitigate damage. lets not forget you still get an 8%damage reduction from cloak and armor and spell resistance at the same time.

    Dodge-roll, vigour, and rally are defensive skills that are not NB specific.

    I already play my templar by using mainly weapon skills considering templar class skills are mostly terrible, I am not so keen on playing my NB the same way.

    Also, I don't use 2H for my NB.

    OK well there is still the nb passive to increase armor and spell resist. There is mj or protection. You can also get 15% damage reduction from shades or fear. There is an ultimate that mitigates damage. A class dodge chance that mitigates damage. You get a heal from killers blade and mark target. Not to mention cloak will still be fine against players not running a reveal. Plus a skill play against a player who is will still render cloak useful.

    Now let's be practical for a second. You will use other skills outside the class. You tell me you don't use rally? Rally and dodgerolll alone is a great way to mitigate damage. You don't run two hand then fine. Dw has a hot/dot in blood craze. Sb gives more damage mitigation just for slotting and a skill that reduces damage taken while blocking.

    As you can see there are a number of options to choose from to mitigate damage.
  • Xeniph
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    Xsorus wrote: »
    People running Mage light right now can see you just revealing you.. They get this free from the passive of just having it on the bar... Now they have to spend 2k or so mana on the low end just to do this same thing and reveal you for 5 seconds... However at the same time you now don't purge dots like you use to... To that's a disadvantage there.. However shadowy disguise has actually just opened up for nbs now since the dot suppression is base line.. And having the on demand 100% chance to crit is extremely amazing... You realize just that alone with meteor or prox will get you a lot of kills.

    So I don't think the Mage light thing is going to hurt ya... What's going to suck for you is scorching flare...

    After dueling and testing for hours, both Flare's and Magelight's reveal function identically. They both lock the usage of Cloak for 5 seconds, can refresh that duration at anytime during the 5 second lockout while in the radius's.

    As a side benefit, it even puts a neat little spinning ball above the NB's head so everyone knows he can't cloak, while there is NO indication a player is immune to stealth stuns and 56% resistant to stealth damage.

    Your are right however, shadowy has became more of an option. I personally am more looking forward to the other skills they will add lockouts to. Like damage shields, heals and whatnot. I know people hate stealth play, they always have in MMO's, but people seem to forget that once a company starts doing things like this. Other abilities aren't far behind.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Xeniph
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    Xeniph wrote: »
    Xsorus wrote: »
    People running Mage light right now can see you just revealing you.. They get this free from the passive of just having it on the bar... Now they have to spend 2k or so mana on the low end just to do this same thing and reveal you for 5 seconds... However at the same time you now don't purge dots like you use to... To that's a disadvantage there.. However shadowy disguise has actually just opened up for nbs now since the dot suppression is base line.. And having the on demand 100% chance to crit is extremely amazing... You realize just that alone with meteor or prox will get you a lot of kills.

    So I don't think the Mage light thing is going to hurt ya... What's going to suck for you is scorching flare...

    After dueling and testing for hours, both Flare's and Magelight's reveal function identically. They both lock the usage of Cloak for 5 seconds, can refresh that duration at anytime during the 5 second lockout while in the radius's.

    As a side benefit, it even puts a neat little spinning ball above the NB's head so everyone knows he can't cloak, while there is NO indication a player is immune to stealth stuns and 56% resistant to stealth damage.

    Your are right however, shadowy has became more of an option. I personally am more looking forward to the other skills they will add lockouts to. Like damage shields, heals and whatnot. I know people hate stealth play, they always have in MMO's, but people seem to forget that once a company starts doing things like this. Other abilities aren't far behind.

    Edit* After a bit of thought, this might be brought more inline if this lockout were added to the CC break table. I could get on board with that.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • Ethoir
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    I'm not thrilled with what they did to Cloak.

    TL;DR: main thoughts are under the spoiler tag.
    From one standpoint, Magelight and Flare adding an animation over the NB's head is a neat little effect. But locking them out of cloak might be a bit much. The player should still be able to use it, but the ball over their head would remain perfectly visible to everyone regardless. Its just an opinion though. People will figure out how to adapt pretty soon or just drop it entirely.

    On another front, Dark Cloak had been the bread and butter of many NB until this point. It was a purge. A very limited purge, but a purge nonetheless. This was a godsend for solo players, as they are quite obviously on their own 90% of the time and as such don't get the benefit of a partied friend with a purge skill. They have to manage without.

    Since DoT stacking (from different sources) is going to be a thing now and Dark Cloak only suppresses the damage ticks for 3.5 seconds (max), you are going to be quaffing a health pot to try to mitigate it or spamming cloak to nullify it until the DoTs expire.

    As a Stam NB, I don't have the luxury of running Purge from the Alliance War support tree. Especially not for 4.6k of my 9.1k magicka pool. Half my magicka gone for removing a max of two DoTs? That's practically punishing me for not being a MagBlade.

    The change is a "gentle" push to group up more often, as that is what is supposed to happen in an MMORPG. But I feel I should point out that even in the best of situations there will be moments where a NB is separated from their group or their healer is not close enough for them to activate the synergy from Cleansing Ritual or Efficient Purge/Cleanse. This makes situational awareness more critical. Know where your healers are, don't let them out of your sight. If they put down a cleanse/purge and you need to wash off nasty status effects, better be within a couple seconds reach of it so you can do so before it expires. If you are too slow, you'll have to use Dark Cloak to stall it until the DoT expires (with or without external heals to keep you going).

    I'm in the camp where my group healer isn't always sitting within range for me to benefit. At one point I made it a personal pride to keep Dark Cloak on my bar as a self-purge so I wouldn't have to force my group's healer to come running over to me to drop heals or a purge as often, particularly during PvP where a group can get a bit scattered during a battle.

    So with that said, what are my opinions of the Dark Cloak change? Well as mentioned at the beginning of my post, I don't like it. I don't have the magicka to run Efficient Purge in its place and having to "spam" Dark Cloak until a DoT expires is potentially worse. I'm thinking its the Dev's way of saying "you have three options: party with a healer, respec to Magicka, or eat the DoTs".

    On the topic of Killer's Blade and Incapacitating Strike/Soul Harvest, I agree in that these particular skills should deal physical damage so they can benefit from a Stam NB's heavy lean to Mighty. As it stands, they'd have to move points to Elemental Expert for these skills to do any meaningful damage again.

    Funnel Health only healing one other partied player besides yourself is a bad sign for NB healers. It doesn't affect me since I'm not a healer, but it does pose a problem for MagBlade Healers that used it in their rotations. They'd have to use Sap Essence now on top of Resto Staff skills, and one thing I think you do not want to do with a healer is have them right in the thick of a pissed-off group of enemies just so they can heal your whole party. The Live Version of Funnel Health is quite in line with Rapid Regeneration/Mutagen and quite frankly so was Templar's Breath of Life (but that's for a different thread). Now it looks like if you want to heal more than 1 person at a time you either have to use a lot of magicka and put yourself in the middle of the hot zone or keep your Resto Staff out all the time. Granted you'd probably end up using Regeneration or Grand Healing a lot either way.

    Phew... This has been a rather lengthy post. I'll stop here and do some more field testing. See what else bothers me about the changes. The Major Expedition nerf comes to mind, but that's a global change and not class-specific. I'm not completely comfortable with these changes but I need more time and testing to gauge wither I can handle them or if I'll play my StamBlade less often.
    Edited by Ethoir on 6 February 2016 18:41
    Participant in the Sanguine's Tester beta group since November 2013.
  • Lava_Croft
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    Soulac wrote: »
    Lava_Croft wrote: »
    Does being Marked and then going into Clouding Swarm still reveal you to everybody instead of just the one that cast Mark Target on you?

    With these changes to both Shadow Cloak and Magelight, do Detection potions still reveal you to everybody instead of just the one that quaffed the potion?

    Can you still port to any random Shadow Image that is closest, instead of just your own?

    Do Shadow Image's attacks still not give a *** about LoS checks?

    Yes
    dunno
    Yes
    Yes (like any ranged attacks)
    Thank you and big meh at the first Yes.
    Edited by Lava_Croft on 6 February 2016 19:28
  • zyk
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    CP5 wrote: »
    People have been told many times to use magelight to counter NB's but a fifth of your skills going toward countering a single classes quite usable skill is excessive.
    No, it's not excessive. It's a game of counters. On our bars, we slot a combination of counters and abilities our opponents must counter.

    Cloak is part of that. Just like I have to consider shields when I want to rely on swallow soul for heals and reflects when I use an inferno staff. A sneaky NB won't escape zerg dives very often without a counter to CC, so one must consider that too.

    When it comes to cloak, there are many different counters including multiple hard counters that totally disable it. Another that provides so many unrelated benefits is absurd.

    Give me an ability that disables shields on a Sorc for 5 seconds and watch a forum post generate 500 pages of responses in an hour.
    Edited by zyk on 6 February 2016 19:56
  • Helluin
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    Spliffo wrote: »
    Has anyone tested how magelight works against clouding swarm yet?

    I tested it carefully with @Xeniph (thanks mate) and Magelight breaks Clouding Swarm.
    According to the description, invisibility should be granted if broken but your are simple removed from invisibility.
    The damages is dealt regularly (less if you are a NB and Bosmer/Khajiit obviously) but this Ultimate loses its function.

    If you cast Magelight before, Clouding Swarm can still be used but you don't enter invisibility at all.

    I'll report it separetely as a bug since here it's not pertinent but surely Magelight should be deeply reviewed because it negates the core NB mechanic (stun from Surprise Attack/Concealed weapon obviously doesn't work), 1 NB passive, 1 Racial passive (Stealthy) and 1 Ultimate.

    There is no skill doing something similar to other mechanics.
    Flare is fine what it does but Magelight shouldn't have the chance to negate invisibility, maybe just reveal sneaking targets.
    An option is to reduce the time when you can't use invisibility to 2-3 seconds but it's a changement that wouldn't work because Magelight costs really few and you can keep using it.

    What suggested by Xeniph, to consider this effect like a CC, so giving immunity, can be another solid option.

    The changements to Cloak are fine, we can deal with them.
    Magelight as it is now instead ruins completely a class in PvP and its mechanic.
    But for this it grants too much in a single skill and for too few magicka used.

    The big problem of many whiners is that they consider gankers just NBs but there are builds with other classes even more effective to gank.
    The issue we had was the spammability of Cloak of magicka NB not the mechanic itself.
    A cost based on % max magicka (so stamina NB are not screwed) and an increased cost upon use would have been a lot better.
    Cloak was able and is able on live server to be countered by many skills, if a player doesn't use them, he/she should avoid to complain.
    Instead Magelight completely negate a mechanic, it's not a simple counter.
    Flare makes sense instead because is designed for that and only that but Magelight no because it's used for a Major buff and a buff to magicka or for a Major buff and a defense against sneaking targets.
    It's a skill already used by many for these reasons only, it can't provide something such huge as extra.

    Compensate NB with something else defensive wise? No, it would be another class.
    What is required to be changed is this new function of Magelight.

    I'll write later a feedback on the other changements we got as NB.
    Edited by Helluin on 6 February 2016 20:33
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • KenaPKK
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    At some point, it was discussed that offensive CP would amplify damage based on the resource stat that fuels the skill, and in the case of ults, that which the player has built more of.

    For example, magic damage ults and Killer Blade would receive amplification via Mighty despite dealing magic damage.

    Executioner outclasses Killer Blade to the point of crowding out its use completely. Stamina builds have been OP up until now, but with the changes to Hardy, they are being brought into line and perhaps even, with the changes to Proxy Det, outclassed by magicka builds. It's time that all abilities receive proper interactions with CP.

    The changes to CP look great, but the job is only half complete. Please advise.

    @ZOS_GinaBruno
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • Xeniph
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    After extensive testing Magelight on the PTS. (Thanks @Helluin )

    Here are my findings:

    1) Magelight is entirely too cheap.

    I was able to keep Radiant Magelight up 100% on a magicka NB trying everything to escape while stamina speced. ( 2300 magicka as a stam build with 1 light piece and no CP invested) I was using drinks, bringing my regen just over 1200, and was able to cast it every 4 seconds to maintain the Cloak lock out. The ability costs half as much or more than the main ability it hard counters.

    2) The detect radius is decreased by passive/armor/race bonuses. Though it's fairly miniscule, at least they do work.

    3) Magelight will pull players out of Clouding Swarm and due to the defuff remain so the full duration of the ultimate, regardless of swarms tooltip stating that it re-grants invisibility.

    4) Radiant Magelight has no visual indicator that alerts anyone the player has 50% reduction to stealth damage and immunity to stealth stuns.

    5) No diminishing returns on the Cloak lockout, the ability can indefinitely stop any player from casting Cloak as long as they have magicka and remain within 8-12 meters.

    6) Radiant does not prevent Concealed/Surprise Attack's stun from cloak still.

    Suggestions:

    1) Increase the cost of Magelight dramatically.

    2) There needs to be a visual indicator, for the "while slotted" portion of the Radiant morph. Just as there has always been.

    3) The stealth and invisibility lockout needs to be put on the hard CC table. That would provide a good balance to this portion of the abilities function, if it must remain. And cost those that really want to get away, double the resources to do so.

    I am not asking the ability be scraped. I can get on board with more stealth counters as long as they do not needlessly neuter the playstyle for the sake of making the game easier.

    If I can keep magelight's lock out debuff up 100% on a magicka NB, using shades, fear, stuns, sprint, you name it with a simple gap closer (was using invasion) as a stamina spec and not run out of magicka, it's WAY too cheap. Also considering it costs roughly half of the cost of the ability it negates, again, too cheap.

    As I suggested, the 5 second lockout without some form of diminishing return, or immunity is too much. If I so choose, and play well, there is NOTHING a player could do to stop me from keeping this on them. I already have an idea for my Troll healer to run around and harass stealthers until someone else kills them. It completely negates 1/5 of somones bar for as long as you so choose. That's just too much. It will be fun to abuse/harass with though.

    I think with the changes I am asking for, both sides of this discussion would be unhappy. However it would be truly balanced. As are all compromises.
    Here since Beta.

    Characters: All of them, both Stamina and Magicka.
  • zyk
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    The 5 second cloak lockout should not exist at all.

    The passive benefits of Inner Light are enough to make it an attractive ability without stealth/cloak detection/disable functions. It's crazy an ability most Magicka players will want to slot for other reasons can also completely disable a core class function.
    Edited by zyk on 6 February 2016 20:19
  • KenaPKK
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    Also, @ZOS_GinaBruno I also recognize that the nerfs to Cloak discourage extended combat. The NB meta will shift (even further than it already is) in the direction of prox bombs and one-shot stealth gankers. These play styles are fine as options (and prox bombs will be nice for breaking up ball groups), but actively discouraging extended combat by taking away our purge is disturbing to say the least. Without shields and burst heals, that purge was probably the most valuable and necessary component of Cloak for Nightblade players who like to stand their ground and fight against groups. I think Cloak was hit in the wrong place.

    The problems that people had with Cloak were high damage from stealth and mageblades' permacloak. You have given players accessible counterplay to permacloakers with the very strong changes to Magelight. Perhaps a slight reduction in damage from stealth should be considered instead of taking our purge. :(

    This is coming from a top nightblade in your game. Thank you for reading :)

    @ZOS_GinaBruno @ZoS_BrianWheeler
    Edited by KenaPKK on 6 February 2016 20:17
    Kena
    Former Class Rep
    Former Legend GM
    Beta player
  • bowmanz607
    bowmanz607
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    Xeniph wrote: »
    After extensive testing Magelight on the PTS. (Thanks @Helluin )

    Here are my findings:

    1) Magelight is entirely too cheap.

    I was able to keep Radiant Magelight up 100% on a magicka NB trying everything to escape while stamina speced. ( 2300 magicka as a stam build with 1 light piece and no CP invested) I was using drinks, bringing my regen just over 1200, and was able to cast it every 4 seconds to maintain the Cloak lock out. The ability costs half as much or more than the main ability it hard counters.

    2) The detect radius is decreased by passive/armor/race bonuses. Though it's fairly miniscule, at least they do work.

    3) Magelight will pull players out of Clouding Swarm and due to the defuff remain so the full duration of the ultimate, regardless of swarms tooltip stating that it re-grants invisibility.

    4) Radiant Magelight has no visual indicator that alerts anyone the player has 50% reduction to stealth damage and immunity to stealth stuns.

    5) No diminishing returns on the Cloak lockout, the ability can indefinitely stop any player from casting Cloak as long as they have magicka and remain within 8-12 meters.

    6) Radiant does not prevent Concealed/Surprise Attack's stun from cloak still.

    Suggestions:

    1) Increase the cost of Magelight dramatically.

    2) There needs to be a visual indicator, for the "while slotted" portion of the Radiant morph. Just as there has always been.

    3) The stealth and invisibility lockout needs to be put on the hard CC table. That would provide a good balance to this portion of the abilities function, if it must remain. And cost those that really want to get away, double the resources to do so.

    I am not asking the ability be scraped. I can get on board with more stealth counters as long as they do not needlessly neuter the playstyle for the sake of making the game easier.

    If I can keep magelight's lock out debuff up 100% on a magicka NB, using shades, fear, stuns, sprint, you name it with a simple gap closer (was using invasion) as a stamina spec and not run out of magicka, it's WAY too cheap. Also considering it costs roughly half of the cost of the ability it negates, again, too cheap.

    As I suggested, the 5 second lockout without some form of diminishing return, or immunity is too much. If I so choose, and play well, there is NOTHING a player could do to stop me from keeping this on them. I already have an idea for my Troll healer to run around and harass stealthers until someone else kills them. It completely negates 1/5 of somones bar for as long as you so choose. That's just too much. It will be fun to abuse/harass with though.

    I think with the changes I am asking for, both sides of this discussion would be unhappy. However it would be truly balanced. As are all compromises.

    Ya magelight is cheaper then marked target too making it even more desirable for nb over their own class ability.
  • Helluin
    Helluin
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    Honestly it would have been a lot better a set able to negate Cloak with or without a cooldown, like it is with Shield Breaker for damage shields, than a skill already used by many, now so cheap and strong.

    Concealed Weapon/Surprise Attack can stun characters with slotted Radiant Magelight (but it's not considered infact a stun from sneak).
    Obviously when these skills are used with Magelight up, they can't stun since you can't use Cloak at all.
    Edited by Helluin on 6 February 2016 20:35
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • Sav72
    Sav72
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    I wonder what the hell the NB Dev(s) was thinking?

    Does he or she even like NBs, to allow this abuse, did he or she even defend the NB class, from this insanity?

    "Nightblade is a Class in Elder Scrolls Online. Nightblades are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on stealth, blades and speed, they thrive on conflict and misfortune trusting to their luck and cunning to survive. Nightblades can specialize on three distinctive class skills. The player is free to focus on one line or distribute points across many, allowing for deep build customization"

    http://elderscrollsonline.wiki.fextralife.com/Nightblade


    If your goal is to make players quit or stop playing NB's, your doing a great job.

    Some advice, NB are not the problem, a NB does not run into a group and kills 3 to 4 players, unharmed and bolts away.....
    Savoifair, EP NB

    If you break something, you can glue it back together and fix it, but, it will always be broken...

  • Master_Kas
    Master_Kas
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    What so magelight even stops an ultimate (Clouding swarm) from working?

    I relied on clouding swarm on my bosmer magicka nb to get 20% more spelldamage since I'm lacking max magicka passives of breton/dunmer/highelf.

    GJ once again ZOS.


    @DeanTheCat :disappointed:
    EU | PC
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