DrNukenstein wrote: »From how tilted people are over the modern meta-blade, you'd think they'd want the class to go back to the stealth play style.
So do you want the class to be well equipped for ganking or well equipped for brawling? Because the ganker kit really is not what it was pre U35.
Personally, I think the changes to detect pots and the prominent use of Sentry have been merited. I primarily play as a ganker and I honestly empathize with the general disdain as of late. The mobs of Nightblades running together is getting old. Ganking is supposed to be “assassination” in my opinion. Having 12 Nightblades pop out of stealth to vaporize one person is not funny, tactical, or even fair. If groups opt to stealth, I feel that the entire group should be revealed once one person in that group leaves stealth.
I did used to think detection potions were way overboard but ever since the buffs to stealth in general they are very much necessary now. And while this setup might shutdown a single style of play it definitely doesn't shutdown the entire class. You also have to consider that all of this stuff is dedicated to exactly one style of play from one class. What other classes or skills have so many things dedicated to countering them? To me that speaks to how powerful of a mechanic it is in the first place. And it is still an opportunity cost. Wearing all that stuff to counter nightblades in cloak isn't going to help you much against anything else.
The only thing I think really should be fixed is that the user of such sets and potions should be marked so that the nightblade at least knows who is doing it and who to target if they want to counter it. More than fair at that point.
Personally, I think the changes to detect pots and the prominent use of Sentry have been merited. I primarily play as a ganker and I honestly empathize with the general disdain as of late. The mobs of Nightblades running together is getting old. Ganking is supposed to be “assassination” in my opinion. Having 12 Nightblades pop out of stealth to vaporize one person is not funny, tactical, or even fair. If groups opt to stealth, I feel that the entire group should be revealed once one person in that group leaves stealth.
I did used to think detection potions were way overboard but ever since the buffs to stealth in general they are very much necessary now. And while this setup might shutdown a single style of play it definitely doesn't shutdown the entire class. You also have to consider that all of this stuff is dedicated to exactly one style of play from one class. What other classes or skills have so many things dedicated to countering them? To me that speaks to how powerful of a mechanic it is in the first place. And it is still an opportunity cost. Wearing all that stuff to counter nightblades in cloak isn't going to help you much against anything else.
The only thing I think really should be fixed is that the user of such sets and potions should be marked so that the nightblade at least knows who is doing it and who to target if they want to counter it. More than fair at that point.
About this "The only thing I think really should be fixed is that the user of such sets and potions should be marked so that the nightblade at least knows who is doing it and who to target if they want to counter it. More than fair at that point."
Sorry, help me out here. Why are you suggesting this? Why is this fair? Just not clear of what this accomplishes.
Thanks,
Z
Other than increasing the range of detection potions recently what have they done to affect cloak? Nothing. They made it stronger in fact. It used to be very super unreliable. Dots would pull you out of it. Ground aoes would pull you out of it, and even if you just entered stealth you could still be targeted for a short time afterward. This has all been addressed completely to the favor of nightblades to the point that they can literally use cloak as a mag dodgeroll!
As soon as you spot a nightblade they cloak and even if you are off gcd and immediately hit an aoe they are at a cooldown advantage so they can re-enter cloak before you have time to line up anything else. It literally requires using one of the stealth detection skills or potion now whereas before you could simply cast an aoe once and they easily get a skill off before they could hide again. Cloak is stronger now than I've ever seen it in the past.
And as far as the Sentry set goes... listen. No one is using that set by default, ok? If someone decided to put that on it's because you and your nightblade buddies have been ganking people over and over in the same place for a while and someone got sick of it. Be a little more tactical and don't hang around the same place after you score a few of those really awesome 4v1s.
Only one bugged DoT left and that's the Structured Entropy morph of Entropy (Degeneration doesn't break cloak), Elemental Susceptibility doesn't.DoTs do pull Nightblades out of stealth. Just not every DoT does.
Entropy and Elemental Susceptibility (Weakness to Elements Morph) both will pull Night Blades out of Invisibility. The latter of the 2 has become increasingly popular due to how much it does in a single ability.
There are others but I can't think of them off of the top of my head right this second.
Invisibility has no place in PvP anymore. It should be removed completely.
IZZEFlameLash wrote: »
I would always see a variation of this statement when it was other classes eating a hefty nerf to the sustain, damage in the patch notes back then. In fact, it was so frequent that there was a period of time where DK, Warden and Sorc mains would dread reading patch notes because a certain lead combat designer would find a way to nerf those classes every patch. Never saw NB get this sort of treatment.
If NB is getting the treatment Necro is getting right now, I'd sympathize. But, I struggle to think of occasion of serial NB nerfs that were accompanied by drastic cost increases damage decreases on top of nerfing the passives that made those nerfed skills semi-functional on every single patch notes. All the while buffing a skill no one really asked for (remember ZOS' fixation on Stone Giant?) by a very negligible margin before reverting that buff and then buffing again after few strings of even more nerfs. That is essentially what Necro is going through and as someone who mained every classes at their before settling with DK at its weakest period when no one really played, I sympathize with Necros the most.
Invisibility has no place in PvP anymore. It should be removed completely.
I don't know if this is sarcastic or not, but I about 60% agree. Having played ESO, WoW, and EQ it seems to me that invisibility/NBs/rogues have always been a problem.
The thing is that it just has such a strong RolePlay allure to it, I don't see how a game like this that didn't include it would be well received.
Having someone just appear out of nowhere and borderline 1-shot you just isn't fun or balanced. And I know there's plenty of counterplay... But you can't be expected to have your buffs up and ready to break free and roll dodge every second. Or God forbid if you're already fighting someone else. Or riding your goddang horse.
SaffronCitrusflower wrote: »Ramping cost for cloak is the solution to the cloakblade problem in my opinion. I know this issue has been ongoing for years, and the NB's crutching on cloak get really defensive, but one or two consecutive cloaks during battle should be more than enough for anyone. It's just fundamentally unfair if one player can continue to do damage while invisible and the other can't. Sure, there are counters, but the only counter that works reliably are the new extended range detect pots.
SaffronCitrusflower wrote: »Ramping cost for cloak is the solution to the cloakblade problem in my opinion. I know this issue has been ongoing for years, and the NB's crutching on cloak get really defensive, but one or two consecutive cloaks during battle should be more than enough for anyone. It's just fundamentally unfair if one player can continue to do damage while invisible and the other can't. Sure, there are counters, but the only counter that works reliably are the new extended range detect pots.
i disagree with this. ramping cloak would be a death sentence to stamblades. cloak does not get you away speedily or move you a far distance like teleport. It makes you hide. There are simply too many counters to that. one or two isn't enough when going through a gaggle of people, trying to sneak into an open door of a keep that's besieged, etc. You need more than that based on duration alone and AOEs on the ground knocking you out of stealth + the myriad of other ways. spamming cloak when there are 6 ways to sunday of seeing you or breaking it does nothing. Also you're not doing damage while cloaking. you cloak, then do damage and there are things beyond detect pots that break cloak immediately upon cast.
so again, kindly and respectfully disagree.
DrNukenstein wrote: »IZZEFlameLash wrote: »
I would always see a variation of this statement when it was other classes eating a hefty nerf to the sustain, damage in the patch notes back then. In fact, it was so frequent that there was a period of time where DK, Warden and Sorc mains would dread reading patch notes because a certain lead combat designer would find a way to nerf those classes every patch. Never saw NB get this sort of treatment.
If NB is getting the treatment Necro is getting right now, I'd sympathize. But, I struggle to think of occasion of serial NB nerfs that were accompanied by drastic cost increases damage decreases on top of nerfing the passives that made those nerfed skills semi-functional on every single patch notes. All the while buffing a skill no one really asked for (remember ZOS' fixation on Stone Giant?) by a very negligible margin before reverting that buff and then buffing again after few strings of even more nerfs. That is essentially what Necro is going through and as someone who mained every classes at their before settling with DK at its weakest period when no one really played, I sympathize with Necros the most.
-They totally gutted the whole kit in Elseweyr, massive massive nerfs to the fluidity of the class. Read those patch notes.
-Update 35 practically eliminated the ganker kit, and replaced it with a brawler kit. It was a side-grade, I like the burst heal. I really miss busted crouch heavies, the crutch proc that was totally out of line, and crushing weapon weaves from stealth. It took power from one playstyle and gave it to the other.
-People are building way tankier, without dropping meaningful damage. It is a pressure meta and NB is a burst class. The direction of the meta the past few patches have been a nerf to the class, by virtue of all other classes having better kits for pressure. Who's playing dot-tank NB?
-Changes to detect pots, elemental susceptibility and the supposed bug with the MG dot all break stealth and these are new things. It is an oppressive environment for a ganker, not so much a brawler engaging in brawler play patterns.
Not saying NB is weak, but it's strong in a very different way from how it was several patches back and it doesn't seem to make anyone happy except the people that enjoy playing brawler blade. I mean it's kind of fun to be able to hang in a team fight, but it's not as fun as actually being able to one shot with no setup at all.
SaffronCitrusflower wrote: »SaffronCitrusflower wrote: »Ramping cost for cloak is the solution to the cloakblade problem in my opinion. I know this issue has been ongoing for years, and the NB's crutching on cloak get really defensive, but one or two consecutive cloaks during battle should be more than enough for anyone. It's just fundamentally unfair if one player can continue to do damage while invisible and the other can't. Sure, there are counters, but the only counter that works reliably are the new extended range detect pots.
i disagree with this. ramping cloak would be a death sentence to stamblades. cloak does not get you away speedily or move you a far distance like teleport. It makes you hide. There are simply too many counters to that. one or two isn't enough when going through a gaggle of people, trying to sneak into an open door of a keep that's besieged, etc. You need more than that based on duration alone and AOEs on the ground knocking you out of stealth + the myriad of other ways. spamming cloak when there are 6 ways to sunday of seeing you or breaking it does nothing. Also you're not doing damage while cloaking. you cloak, then do damage and there are things beyond detect pots that break cloak immediately upon cast.
so again, kindly and respectfully disagree.
Except cloak does come with a speed bonus, and does get you away speedily and allow the player to move a far distance away from the fight while invisible. Ramping cost wouldn't be a death sentence for cloakblades. It would just mean that if they want to start a fight they'd have to participate in that fight or run away as opposed to conducting the entire fight while invisible.
NB's seem to feel they are entitled to have the strongest burst heal in the game, the strongest burst damage in the game, all the while being invisible in combat. It's simply not reasonable or fair what most NB's expect to have working in their favor at all times.
And none of the things NB's like to claim pull them out of cloak so easily are as reliable as they claim.
NB's just need to learn to fight if they're going to go in for their gank and it doesn't work out as they planned.
tokeinskyblu wrote: »So who is killing the enemies if nightblade is in stealth the whole fight?
tokeinskyblu wrote: »So who is killing the enemies if nightblade is in stealth the whole fight?
tokeinskyblu wrote: »So who is killing the enemies if nightblade is in stealth the whole fight?
As funny as this question may be it kinda hints at issue of how much pressure even presence of enemy nb adds to the fight. If You know that there is some nb sniper around and You are fighting someone else You will never be able to play as effectively as You would against 2 visible enemies. Nightblade can have control over the battlefield with way less input than regular non stealth playstyles.