Lol when half you're pain points come from other passive skills I don't think the ability in question is the problem.
- The addition of passive Major Crit was unnecessary in my eyes, but also in many cases inconsequential since Pots and Camo Hunter are still very good sources for other reasons. This change can be reverted if you ask me.
-Triggering Vamp stage 2+ passive is indeed an unfair advantage over other classes, as every other class has to spam pots/mist form to keep a high uptime of this passive, but a circumstancial synergy should specifically be removed and not be balanced by applying a general nerf that will also affect non-vampire cloak users
-Invisibility can be countered and is often buggy, I suppose the topic has been discussed enough. If the invis was more reliable nerfs to the ability cost would be acceptable. When it works it is a powerful tool, but at the same time that is the core of the ability.
-guaranteed crit is only really useful on burst builds, as it can be consumed by status procs and other inconsequential direct damage ticks. since one gcd is sacrificed for triggering the crit and the second for executing a damage ability the net damage gain over casting 2 damage abilities is very minor, especially since that buff relativates the effectiveness of the natural crit chance. the value of this is ultimately linked to the classes access to overtuned burst abilities, which are way more problematic in my eyes.
-the passive major resolve: this is the only point I care about tbh. This passive is for me one of the most appealing parts of the NB kit. I don't use cloak, but a change to that ability to balance cloak would be a slap in the face. convoluting class passives that proc on ability activations while not convoluting class passives that are generally active with other abilities is such an incredibly bad and selective practice. How does this evaluation change if the NB has more than one shadow ability slotted? that point alone triggered me enough to write that whole response.
all of this has been brought up in several threads that have been discussed, and you have been part of those. are you dissatisfied with the outcome of those discussions or why are you bringing it up again now? to hear the same comments? what are you hoping for by opening a new thread instead of replying to the already existing ones?
Ahh, man now you are going to make the disappearing NBs come out of hiding to defend it. Personally, always thought the 100% crit was too much also. No skill should give you 100% crit strike period. Major Savagery/Prophecy was probably added to help PVE damage.
Stay safe
But if the strongest playstyles are OP they should be adjusted in way that does not harm weaker alternative playstyles.
The design choice to give every class tools to work as healer/tank/dd is deliberate and very welcome to me. Your personal idea of what NB should be based on outdated iterations of the class is a non-argument.
I appreciate your response, but you just repeated what you wrote in the opening post and you are not engaging with any concerns that are raised.
- The addition of passive Major Crit was unnecessary in my eyes, but also in many cases inconsequential since Pots and Camo Hunter are still very good sources for other reasons. This change can be reverted if you ask me.
-Triggering Vamp stage 2+ passive is indeed an unfair advantage over other classes, as every other class has to spam pots/mist form to keep a high uptime of this passive, but a circumstancial synergy should specifically be removed and not be balanced by applying a general nerf that will also affect non-vampire cloak users
-Invisibility can be countered and is often buggy, I suppose the topic has been discussed enough. If the invis was more reliable nerfs to the ability cost would be acceptable. When it works it is a powerful tool, but at the same time that is the core of the ability.
-guaranteed crit is only really useful on burst builds, as it can be consumed by status procs and other inconsequential direct damage ticks. since one gcd is sacrificed for triggering the crit and the second for executing a damage ability the net damage gain over casting 2 damage abilities is very minor, especially since that buff relativates the effectiveness of the natural crit chance. the value of this is ultimately linked to the classes access to overtuned burst abilities, which are way more problematic in my eyes.
-the passive major resolve: this is the only point I care about tbh. This passive is for me one of the most appealing parts of the NB kit. I don't use cloak, but a change to that ability to balance cloak would be a slap in the face. convoluting class passives that proc on ability activations while not convoluting class passives that are generally active with other abilities is such an incredibly bad and selective practice. How does this evaluation change if the NB has more than one shadow ability slotted? that point alone triggered me enough to write that whole response.
StaticWave wrote: »Shadowy Disguise needs to be adjusted by either removing the 100% crit chance, Major Savagery, or have its invisibility reworked.
StaticWave wrote: »Only a minority are non-vampire cloak users, if there are any. The vast majority of them are Vampire to make use of the 300 WD passive as well as other Vamp passives. You are using a very small percentage of the player base as basis for your argument, which doesn't really make this part of your argument very strong.
I left one point unadressed:StaticWave wrote: »Only a minority are non-vampire cloak users, if there are any. The vast majority of them are Vampire to make use of the 300 WD passive as well as other Vamp passives. You are using a very small percentage of the player base as basis for your argument, which doesn't really make this part of your argument very strong.
I am not using a small percentage of players as an argument, I am saying that balancing a classes power budget around an optional skill line with inherent drawbacks would just be bad game design 💯.
If needed, they should address this interaction without hampering non-vamp NBs and forcing playstyles onto players.
Same goes for DKs. It is not their fault that everyone is stage 3, nobody would ask for their fire damage skills to be nerfed for that.
If they find a surgical way of severing that link without breaking stuff that would be the most fair, but also a rather boring solution.
Sure, optional stuff will impact various classes differently. In the end attack from the shadows + cloak is quite thematic. Warden works uniquely well with ice staffs. Is it fair? Not really. Is it good for the game? I think it is.
I would find it more interesting to see more skills interact outside of their skill line, rather then eliminating synergies. If only a few synergies exist they can feel restricting and unfair, I agree. But there are multiple ways to manage that, and some have the potential to make the game better, while other will just move imbalances elsewhere.
Bushido2513 wrote: »I left one point unadressed:StaticWave wrote: »Only a minority are non-vampire cloak users, if there are any. The vast majority of them are Vampire to make use of the 300 WD passive as well as other Vamp passives. You are using a very small percentage of the player base as basis for your argument, which doesn't really make this part of your argument very strong.
I am not using a small percentage of players as an argument, I am saying that balancing a classes power budget around an optional skill line with inherent drawbacks would just be bad game design 💯.
If needed, they should address this interaction without hampering non-vamp NBs and forcing playstyles onto players.
Same goes for DKs. It is not their fault that everyone is stage 3, nobody would ask for their fire damage skills to be nerfed for that.
If they find a surgical way of severing that link without breaking stuff that would be the most fair, but also a rather boring solution.
Sure, optional stuff will impact various classes differently. In the end attack from the shadows + cloak is quite thematic. Warden works uniquely well with ice staffs. Is it fair? Not really. Is it good for the game? I think it is.
I would find it more interesting to see more skills interact outside of their skill line, rather then eliminating synergies. If only a few synergies exist they can feel restricting and unfair, I agree. But there are multiple ways to manage that, and some have the potential to make the game better, while other will just move imbalances elsewhere.
So as part of game design you also have to address when something shows up too much in the player base. Yes vamp and NB are their own separate things but you also have to be fair and say something needs to be looked at when the majority of NB are vamp.
There is already a thread to rebalance vamp and that's related to undeath. It's not related to the damage passive because really only NB is using that. Basically yes you can say it's technically it's own thing but with vamp being basically on every NB you have to give it a bit more weight as an issue.
Now here's the thing, I don't think static wanted any power removed in terms of damage. The argument is about having high end damage and defense in one of the most efficient packages we've seen in a long time. Savagery just wasn't needed to be honest, most people can see that I think. The other stuff is mostly fine if you just bring the defensive options in line a bit.
As far as I'm concerned NB can keep the high melee burst but the trade-off should be high risk/ reward based on the skill of the player.
RemoryAzure wrote: »i dont even think that a guy 2 posts above is trolling.
Cloak is extremely strong on paper, but when it comes to practice, u wont be able to hide from a good player, thus making the whole slot on ur bar useless, and what is more important, u waste time and mana trying to escape and it punishes u hard when fails.
as mag NB main, the core thing is MANA here, coz even 3k mana regen is NOT enough to sustain on MAG nb, and unlike stam nb's, my playstyle is extremely limited in it's possibilities of cloaking
on the other hand, i agree that cloak is also too strong when u have a "luck proc", or when ganking, or when the enemy doesnt have anti stealth abilities and so on.
TLDR: i agree with any nerfs incoming to cloak, but please do something with it's cost, reduce it, or maybe change it to stam ability, idk, coz its nearly impossible to use effectively on mag nb.
People need to stop trying to use cloak like a get out of jail free card. If you get revealed then just fight like everybody else.
RemoryAzure wrote: »then what's the point of NB existence then? vamp's passive is sufficient enough for this, u are invisible while moving and once u start combat u cant enter stealth again. this is NB's core mechanic, that he can enter stealth in combat.
RemoryAzure wrote: »first workaround that comes to mind here, if u wanna achieve this "fight like a man" mentality, is to give stealth a penalty that after leaving it, u cant enter again for... 6 seconds, for example? but there's already problem here: any enemy with stealth detection skills makes stealth very hard to use right now, with that penalty it will be totally impossible to deal with
Using shadowy disguise gives you major resolve, major savagery, a guaranteed crit, 300 weapon damage if you're a vampire, and major berserk if you have Concealed Weapon slotted.
It could not even make you invisible and it'd still be worth a slot.
People need to stop trying to use cloak like a get out of jail free card. If you get revealed then just fight like everybody else.
I swear... People that think cloak needs to work better must've never PvPed as anything else. You're seen and so you're screwed? Lol.
Stop trying to rely so heavily on attacking unaware targets and maybe when you meet an aware one, some day, you'll know what to do.
CameraBeardThePirate wrote: »Ramping Cloak Cost.
Seriously. You'd still be able to use cloak to get some breathing room or kite in combat, but you'd no longer be able to cloak indefinitely whenever you want.
RemoryAzure wrote: »People need to stop trying to use cloak like a get out of jail free card. If you get revealed then just fight like everybody else.
then what's the point of NB existence then? vamp's passive is sufficient enough for this, u are invisible while moving and once u start combat u cant enter stealth again. this is NB's core mechanic, that he can enter stealth in combat.
first workaround that comes to mind here, if u wanna achieve this "fight like a man" mentality, is to give stealth a penalty that after leaving it, u cant enter again for... 6 seconds, for example? but there's already problem here: any enemy with stealth detection skills makes stealth very hard to use right now, with that penalty it will be totally impossible to deal with (unless u have shade slotted so that means u waste 2 bar slots just for escape while there are classes out there (hi dk) who can comfortably live under pressure of multiple people), so the only solution will be disposal of stealth detection from skills (pots are okay since they have cd). but that only makes the game less skillful which is already quite the problem coz eso has a very tiny gap between a newbie and a pro, i dont mean the actual player skill level, im talking about learning curve, eso's combat is very simplified and for a good player it takes like a week to master everything.
If you like the high risk high reward playstyle then go ahead and glass yourself up. If you can't kill anyone on an invisible glass cannon NB then that's a you issue. They have plenty of damage. But don't reap all the rewards and then complain about the risks.
Incidentally NBs aren't forced into a high risk playstyle anymore. That might be what you choose but that isn't all they're good for. Just because you choose not to use Shade, Vigor, Mirage, Fear, Healthy Offering, doesn't mean the NB class-- who has all these survival tools-- needs to be balanced around you.
All the other players that actually know how to PvP will be obscenely strong and cancerous to the game.
That being said... I don't necessarily think Shadowy Disguise needs to be weaker either. I don't think it should give major savagery, but the ability to be invisible is fine BECAUSE there are counters. A ramping cost might be in order-- mostly just because other similar skills have one. But I'm not upset that NBs get to walk around invisible. I am however a little upset that people would suggest it isn't strong enough. Upset and deeply confused. If you think the NB identity is "do whatever you want then go invisible to continue doing whatever you want," then you're just wrong.