warm_blanket wrote: »Interesting changes to the nb masteries. Some additional feedback (recall we're competing with subclassing & now the upcoming u50 pvp environment in general here)...
Eye for Exploitation: you doubled the valuesAppreciated, but the battlespirit tag is unneeded and should be removed. Players will not sit in execute range like a dummy, they heal back up, so the actual benefit of this passive is lower than the big number implies against live opponents. If anything a decent change to this would be to move a portion of the value upfront, and keep the rest as execute. Say +300 wpn/spell dmg with up to 2.2k in execute.
Above and Beyond: Same issue here, the battlespirit tag should be removed. In practice the +35% crit dmg cap is negated by crit resist so w/o battlespirit this option reduces to +25% cdmg/healing. Lot better than 5% (lol) but so far wouldn't give up subclassing for it.
Nocturnal Inspiration: Decent but again it didn't compare against subclassing for me. It would need some other bonus, like mag/stam/hp return whenever the effect procs.
Evasive Trance: Like the idea but it's just not practical at all. Did not enjoy being locked into spamming nb abilities to get what is essentially a diceroll dodge with poor odds. The duration is far too short for deliberate usage and it does nothing against half the damage you get hit by. This would be much better if it worked more like old mist form. eg 50% dmg reduction for 3 seconds on a 10s cooldown would be actually usable.
Subclassed skills and passives dont get this wierd battlespirit treatment so neither should pure class passives imho.
NxJoeyD
@Urzigurumash 😂
@Prionyx On a serious note though NB is easily the second/third best pure class. It had one shot potential prior to class masteries, now it has even more crit damage.
They increased the NBs crit damage cap, now even on all impen you will be getting hit like you aren’t wearing any crit resistance
Is this a joke? Have you even read the post? You'd never reach NBs crit damage cap + NB doesn't have any burst or "one shot potential"|, stop complaining about NB if it's just a class you don't like and want it nerfed
You will get to the cap quite easily actually. NB was reaching 100% crit damage easily pre subclassing, reaching the new cap will be easy.
Ele sus 10% crit damage
Warden is getting 20% crit damage buff
Arcanist has 20% crit damage buff
Mora’s scribe thesis 12% etc
Monomyth 20%
Possible 18% crit damage buff from champion points
Minor force 10% crit damage
There are way more sources of crit damage I haven’t even included
You need 180%+ crit damage to reach crit cap in pvp atm, you'll never reach it unless you are doing this intentionally which doesn't make sense because other damage buffs would give you more, you'd never reach crit cap in a normal circumstances, please stop trying to get NB nerfed because you don't like the class
* Minor force - 10%
* Major force - 20%
* Hemorrhage - 10%
* 3x Medium Armor - 6%
* Fighting Finesse - 8%
* Khajiit - 12%
* Class Mastery - 5%
* Shadow Mundus 11-18%
* Backstabber 10%
* Ele sus 10% (players are always spamming it)
* Warden 20%
I am counting 129% + the base 50% = 179%
I didn’t even include sets here. Not to mention 1000 (2000 in PvE) more weapon and spell damage
I am not saying it should be nerfed. I’m just saying it doesn’t need further buffs. 2 tap play styles aren’t fair or fun especially from an ambush type class. But ZOS is buffing thing playstyle and then comes people like you complaining that it’s not enough “buff it more ZOS” come on
How does warden affect pure NB? Or are you talking about group builds? NB is useless there, it's all wardens
Also nobody runs backstabber but just for the sake of it I'll give it a pass. So 159% which is nowhere near crit cap since there is a crit resist in pvp. Why would you include sets if nobody runs crit damage builds? And even if they do it's pointless, there are sets that give damage done% or regular starts higher than crit dmg, they are obviously better
What "2 tap play styles" are you talking about? NB doesn't have any and didn't have since around 2019. Please explain your words or stop trying to get class nerfed simply becasue you don't like it. Even 25% crit dmg and 2500 execute wpd wouldn't help NB to reach DK or sorc, but you somehow say that laughable 5% crit damage will. Animal+restoring+assassination is nowhere near new DK, but they have more crit dmg and OP skills unlike trash shadow and siphoning skill lines, how would 5% crit help?
ArctosCethlenn wrote: »You dorks keep bringing up subclassing builds as if that matters for a discussion on the pure class masteries being terrible. Yeah no *** when you combine assassination with animal companion and storm calling its strong, but that isn't pure nightblade. That very explicitly includes a number of damage buffs and passives which pureblade doesn't have access to.@Urzigurumash 😂
@Prionyx On a serious note though NB is easily the second/third best pure class. It had one shot potential prior to class masteries, now it has even more crit damage.
They increased the NBs crit damage cap, now even on all impen you will be getting hit like you aren’t wearing any crit resistance
If NB is one of the best in class, then why do we not see it in PvP?
Because subclassing that’s why. Why do you think every broken subclass build incorporates NB? Because it’s weakest? How can a class with 1 shot potential prior to class masteries be the weakest?
Damage on the NB is fine. My problem with a NB is that it’s squishy
The masteries are supposed to help the pure classes compete with subclassed meta junk in both pve and pvp, and nightblade's masteries are so heavily nerfed in pvp that they do not. Why does a mastery exist which is only 20% effective vs players?
When are we going to hit Font of Power or Wildfire Embers with -80% effect while battle spirit is active?
You all need to remember that the masteries are there to make it worthwhile for a NB to want to keep shadow, and for a non-soulcleaver or non-healer NB, siphoning.
Empower [Feedback]: Thanks to many of the discussions and breakdowns of popular use cases, we’re making some adjustments to the values for certain effects that saw a reduction in power after the combat calculation changes with Damage Done to Monsters. Most of these are not huge bumps in power that immediately make them as strong as they were in all cases (since the loss of power is still highly subjective to many factors) but should help them feel more competitive with other bonuses. Empower is the most notable increase, going from 70% to 100% - but will come with a stipulation that the damage bonus will no longer apply while the effect holder has Battle Spirit, to correct some of the extreme damage possible against players in PvPvE situations. We are also not increasing every bonus, namely Velothi, as its power offered is still quite dense even after the changes.
Since everyone got hung up on my "instant gratification" comment, 1 in 4 chances is pretty well instant gratification
It's literally definitionally not. 1 in 1 is instant. 1 in 4 is anywhere between 1 and infinity though the odds of it reaching infinity are ~0, it doesn't mean you get it in 4. Nor is there a difference in the reward.
Currently boss leads have a drop rate between 5% to 10%. So statistically getting it within 20, doesn't mean it won't take you 82 kills of Timershade, or 73 kills of the Voidmother.
The 25% I suggested in my OP is the last in a long line of suggestions. I've suggested dynamic drop rates, capped drop rates, leads as rewards - all ignored with zero comment.
There is not even 1 in 1.
The current wisdom is that since the release of Gold Road the first instance of every lead - at least when it comes to mythics - is 'guaranteed'. This holds true most of the time alas in one of my accounts I had to run HoF three times to get the lead.
How did this happen when other players in my groups did get it (I run LootLog and I could clearly see 11 instances of the lead dropping) I have no idea.
But if 'guaranteed' under who knows what circumstances can become 'high chance' what happens when 'extremely low chance' hits that set of unspecified circumstances?
As opposed to let's say FO76 where one can quite easily 'datamine' the levelled lists (or could anyway, I quit after burning out in the closed beta of Wastelanders, compounded by the realisation that they were never going to implement modding in any meaningful way) in the case of ESO this is completely opaque to the player; there is no way to tell if there is something awry (in the case of FO76 they famously have set the 'chance to drop' in levelled lists to negative on at least two occasions I can remember) at work unless the devs come forward and say 'we looked into it, we found something awry and we fixed it' and then players can confirm that it was in fact fixed (it would not be the first, second or even fifth time that players have found something unintended with drop rates, including something not dropping at all, and the dev's default reply has been 'we have looked into it and everything is fine' only for a few hours/days later come back and contradict themselves).
IMO this whole system needs a 'deep dive' and a serious QoL pass because for everyone that is not a glutton for punishment it is a reliable source of frustration rather than entertainment.