Lifecode666 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.
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.
Elijah_Crow wrote: »Did anyone mention Killer's Blade should be physical damage? Shouldn't forget that one...
bowmanz607 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.
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?
bowmanz607 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.
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...
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.
Thank you and big meh at the first Yes.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)
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.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.
Has anyone tested how magelight works against clouding swarm yet?
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.