NB PvP burst damage build is in a fairly nice spot balance-wise. The way vampirism synergies with NB is the real issue. All of the PvP gankblades who irritate people powergame into vampirism. If they made the vamp damage buff apply only to vampirism skill line skills, I don't think many people would moan about NB in PvP at all.Also, feel free to nerf Nightblade PVP gankers. People complain about them all the time and that just ends up with nerfs to every other Nightblade. I much prefer a class that can be used in all sorts of ways, to a class that needs to be built as a PVP burst damage dealer otherwise it sucks.
RedFireDisco wrote: »Ranged magblades don't touch refreshing path it's trash. If you're not running wild hunt or swift jewelry, you're dead.
NB PvP burst damage build is in a fairly nice spot balance-wise. The way vampirism synergies with NB is the real issue. All of the PvP gankblades who irritate people powergame into vampirism. If they made the vamp damage buff apply only to vampirism skill line skills, I don't think many people would moan about NB in PvP at all.Also, feel free to nerf Nightblade PVP gankers. People complain about them all the time and that just ends up with nerfs to every other Nightblade. I much prefer a class that can be used in all sorts of ways, to a class that needs to be built as a PVP burst damage dealer otherwise it sucks.
exeeter702 wrote: »RedFireDisco wrote: »Ranged magblades don't touch refreshing path it's trash. If you're not running wild hunt or swift jewelry, you're dead.
This is bar none, one of the stronger tools for magblade healers and brawler builds in pvp. This change is welcome after the healthy offering sustain nerf last patch. Because its not applicable to a specific build type of magblade does not make it trash.
RedFireDisco wrote: »exeeter702 wrote: »RedFireDisco wrote: »Ranged magblades don't touch refreshing path it's trash. If you're not running wild hunt or swift jewelry, you're dead.
This is bar none, one of the stronger tools for magblade healers and brawler builds in pvp. This change is welcome after the healthy offering sustain nerf last patch. Because its not applicable to a specific build type of magblade does not make it trash.
It is trash for ranged magblades, you know, the 95% of ones online. Yes, it's an okay skill for a healer nightblade (albeit costly and odd) in the same way cauterize is for a dragonknight healer or any 1% morph. Why would a stand-your-ground brawler need the speed and why would someone escaping need a 12 second dot heal.
NB PvP burst damage build is in a fairly nice spot balance-wise. The way vampirism synergies with NB is the real issue. All of the PvP gankblades who irritate people powergame into vampirism. If they made the vamp damage buff apply only to vampirism skill line skills, I don't think many people would moan about NB in PvP at all.Also, feel free to nerf Nightblade PVP gankers. People complain about them all the time and that just ends up with nerfs to every other Nightblade. I much prefer a class that can be used in all sorts of ways, to a class that needs to be built as a PVP burst damage dealer otherwise it sucks.
exeeter702 wrote: »RedFireDisco wrote: »exeeter702 wrote: »RedFireDisco wrote: »
You dismiss it because you have no experience using the skill on a build that it is intended to be used on. And you presume the only things worth acknowledging are those that only apply to your viewpoint of what the majorty of players are playing as on magblade.
I'm happy for the outlier NB's to get a buff to this skill. My point stands that for the VAST majority of magblades who have to sacrifice damage for survivability, speed, and sustain, again a patch comes by that hurts, not helps and this little boon for what is a statistically insignificant proportion of the NB player base is simply not enough compared to the massive buffs other classes got.
I dismiss the skill for Mag & Stam NB's who play ranged or melee based on it's incompatibility with PVP. Again, happy for PVE'rs getting a buff to their skill.
Thecompton73 wrote: »Considering how easy it is to be instantly revealed by abilities or POTs and how often the ability just straight fails to work upon casting (who knows why but sometimes it fails 2-3 casts in a row while eating all my magic) I feel like Shadowy Disguise should return at least 50% of the resource cost if the invisibility doesn't last the full three seconds.
It's the NB survival tool, imagine if survival tools on other classes like healing or blocking completely failed to heal or to reduce damage half the time yet still cost the full resources on each attempt.
In short, I think Aspect of Terror's design philosophy is quite outdated, and it needs a rework asap. As the skill description shows, Aspect of Terror and Turn Evil are similar in cast time, target, radius, and function. They both can make enemies feared, yet Turn Evil gives so many other buffs for 20s when Aspect of Terror gives nothing more. And AT even has a number cap. I can't remember all the skills accurately but AT might be the only skill that has a hard number cap stated in the skill description now.
It is unreasonable that a class skill is inferior to a common skill in nearly all ways. ZOS needs to give Aspect of Terror (or at least Mass Hysteria) a rework.
Rework the class so that its whole focus is on stealth, with skills and passives that bolster your stealth abilities. NB has no need for a pseudo healer skill line as its NOT A HEALER class nor does it need a pseudo tank class.
I personally suggest a COMPLETE OVERHAUL of the class as a whole.
The Nightblade was designed as a stealth class but I count maybe 4 skills tops that use your stealth as a modifier and even less skills that allow you to enter stealth easily.
Rework the class so that its whole focus is on stealth, with skills and passives that bolster your stealth abilities. NB has no need for a pseudo healer skill line as its NOT A HEALER class nor does it need a pseudo tank class.
My suggestions for skill line ideas are thus:
Assassination: All skills and passives in this skill line would work towards coming out of stealth to deal as much dmg as possible in burst damage then be able to quickly reenter stealth again.
Entrapment: This skill line would focus on supporting debuffs to the enemy while giving one or two skills for some minor burst damage with stealth as less of a focus but still present in its passives.
Ninjutsu: This skill line would be a hard core spell caster whose spells would enfeeble, deal damage over time, and some burst damage on large groups of enemies. Its passives would enhance these spells making it a powerful damage dealer and enfeebler with no regard for stealth.
Yes to these. I always have the idea of the Grim Focus skill as a sort of ranged spectral summoning attack for magic, and a dim mak/death touch skill for stam.DrNukenstein wrote: »-Put sorc/brut on siphoning strikes
-Rework Bow proc to be like snipe but with a boosted instant cast condition and useable with any weapon
-Give the fear something unique, like vulnerability or even brittle
This would constitute a massive nerf that is not required because the existing execute damage does not scale. So you are currently getting the scaled at 1% health damage output right from the get go at 25%. Killers Blade is strong but nobody complains or considers it OP because it has miniscule range and requires some learning to use properly. In my opinion it's one of the few absolutely perfect skills in the class tree in terms of requirements to rewards.DrNukenstein wrote: »-Make stamina execute scale from 50% health. Make mag execute do bonus damage to stunned or rooted targets.
DrNukenstein wrote: »-Rework Bow proc to be like snipe but with a boosted instant cast condition and useable with any weapon
DrNukenstein wrote: »-Rework Bow proc to be like snipe but with a boosted instant cast condition and useable with any weapon
You summon a spectral bow to shoot it regardless of equiped weapon already
This would constitute a massive nerf that is not required because the existing execute damage does not scale. So you are currently getting the scaled at 1% health damage output right from the get go at 25%. Killers Blade is strong but nobody complains or considers it OP because it has miniscule range and requires some learning to use properly. In my opinion it's one of the few absolutely perfect skills in the class tree in terms of requirements to rewards.[/quote]DrNukenstein wrote: »-Make stamina execute scale from 50% health. Make mag execute do bonus damage to stunned or rooted targets.