Hello all,
This is my first discussion on the official forums, and it's on an issue that I feel quite strongly about. This post may read as a QQ, but it is a genuine discussion question that I would like a real answer to -- either from the community or the developers.
I have been playing a Nightblade since launch. It has been a bumpy road; that's for sure. But one constant has been the inconsistency of Shadow Cloak and it's morphs. It has been broken by just about everything from DoTs, to AoEs, to spells being cast, to line-of-sight with wolves, to, well, everything. That's fine. We've learned how to deal.
But now with the introduction of 1.6, there has been a glaring, and incredibly unfair balance issue. Templars have an immediate and reliable self-heal. As do DKs. Sure, both can have their healing effects reduced by certain debuffs, but those classes can rest assured that when they spam that button, something helpful will happen. Sorcs have the incredibly powerful Bolt Escape, allowing them to immediately engage an opponent offensively, run like hell defensively, and even detect every stealth player in front of them. Nightblades have Shadow Cloak -- that is still broken.
That would be fine, again, we have learned to spam it and use it in conjunction with line-of-sight.
Here's the issue: 1.6 gives detection potions 40 seconds. 10 seconds is reasonable; if we're smart and quick, we still have a hope of getting away. Now, no matter how quick we are, no matter where we hide, we will be found. It's a virtual guarantee. A one item counter to our only hope at a survival spell. No other class's survival spell has such a counter. It's worth mentioning that "our" only survival option - invisibility - is accessible by any alchemist as well.
What are our other options as a stamina build? Stamina-based Sorcs can still bolt escape reliably and at will, as Temps and DKs can heal. Nightblades rely on the condition of killing a target to get their heals -- that, or wait for a slow heal-over-time, or an incredibly underwhelming (700-1000ish, depending on number of enemies nearby) AoE heal.
I would really like to know how ZOS can justify giving 3 classes a reliable survivability spell, but giving the 4th a spell that is available to everyone else as a potion, but that is so frequently unreliable, and so easily countered when working successfully. Can anyone help me understand?
Thanks.
Edited by hackforjub17_ESO on 25 March 2015 00:43