ThatNeonZebraAgain wrote: »Oh, and this one goes for all classes, is the fact that since most ultis are magickal damage they of course scale of spell penetration, making it that if a NB stam used veil of blades versus a NB magicka both with the same amount of ressources and damage and cp, the NB magicka would hit harder due it scaling of spell pen, rather then what is highest (granted would be a prob if the sharpened mace bug persisted).
I thought they changed it last year so all class ultimates scale with highest damage and crit type?
My initial thought on the cloak change was that it wasn't so bad, but then considering my main is a stamblade, I thought about it and I realised that what is literally my only defensive ability has been gimped.
I am not too happy about it considering there are no other real defensive abilities available for a NB, and no other abilities were adjusted in a way to make up for the cloak adjustment.
I would be okay with it, if there was some other viable ability that would help me not insta-die when touched by a light breeze.
forzajuve212 wrote: »Not too excited to face a sorc as a stam blade with stacking physical resist CP, shields, mines, curse, and magelight while nerfing cloak. I second the idea that there has to be some balance change to that because what I can see happening is stam NB basically being rendered near useless against many different magicka builds, in particular magicka sorc.
Lifecode666 wrote: »As mentioned by others.
Killers blade should deal physical damage.
Staminamorph.
This for sure but the issue is also with:
- Power Extraction (magic damage - stamina morph)
- Assassin's Will (magic damage)
- Ultimates (magic damage)
- Skills and Ultimates of Fighters Guild (physical + magic damage)
The changement to CP should address this as well otherwise changing the kind of damage skills and Ultimates would be more complicated, creating then an issue for magicka builds.
potirondb16_ESO wrote: »cavakthestampede wrote: »dwemer_paleologist wrote: »ZOS_GinaBruno wrote: »
[*]Reduced the bonus movement speed from the Major Expedition buff category to 30% from 40%.
what a horrible decision ...
please dont do this. especially as a passive we should have "Increased" sneak speeds as a passive, a set armor for thieves guild increasing sneak speeds, or even a potion granting 90% increased speed.
you guys allready deleted and removed the fast sneak speeds we had, you did it without explanation of what was wrong with it.
and you STILL have no answer as to how its cheating or even why you think fast sneak speeds is bad.
many many people were very angry about it, and to be honest it was horrible that it could even be imagined let alone done.
but, here now again we see that you have removed even More of our sneak speeds and even just "movement speed" ingeneral is now being made slower.
horrible, just horrible.
speechless to think that you actually "Favor" slowing us down more and more and more, and more ...
They are doing this to make sure that folks with magicka and great magicka regen cant pace stamina sprinters. Magicka regens while the buff is active, stamina does not regen while sprinting. Sprinting was increased to 40% from 30%. This change makes great sense.
How many stamina user do you actually see sprinting out of a fight,
Is there anything to compensate NBs for the buff to mage light? Has cloak and stealth been rendered obsolete?
I just think they're going a little overboard by hitting our only defense so hard. It's not like we have an uncrittable damage shield we can spam over and over while delivering nuclear damage.
bowmanz607 wrote: »potirondb16_ESO wrote: »cavakthestampede wrote: »dwemer_paleologist wrote: »ZOS_GinaBruno wrote: »
[*]Reduced the bonus movement speed from the Major Expedition buff category to 30% from 40%.
what a horrible decision ...
please dont do this. especially as a passive we should have "Increased" sneak speeds as a passive, a set armor for thieves guild increasing sneak speeds, or even a potion granting 90% increased speed.
you guys allready deleted and removed the fast sneak speeds we had, you did it without explanation of what was wrong with it.
and you STILL have no answer as to how its cheating or even why you think fast sneak speeds is bad.
many many people were very angry about it, and to be honest it was horrible that it could even be imagined let alone done.
but, here now again we see that you have removed even More of our sneak speeds and even just "movement speed" ingeneral is now being made slower.
horrible, just horrible.
speechless to think that you actually "Favor" slowing us down more and more and more, and more ...
They are doing this to make sure that folks with magicka and great magicka regen cant pace stamina sprinters. Magicka regens while the buff is active, stamina does not regen while sprinting. Sprinting was increased to 40% from 30%. This change makes great sense.
How many stamina user do you actually see sprinting out of a fight,
fengrush does it all the time
I literally choked while eating breakfast and reading this -
Magelight-
This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted (similar to Expert Hunter).
Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in an 8 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 5 seconds.
This ability and the Radiant Magelight morph no longer decrease your maximum Magicka, due to the toggle changes noted above.
The Radiant Magelight morph will continue to prevent you from being stunned by stealth attacks, and will reduce damage from stealth attacks while slotted as a morph effect. Activating it also increases the radius of the activated reveal to 12 meters, and reduces the cost.
The Inner Light morph will continue to increase your maximum Magicka while slotted.
ThatNeonZebraAgain wrote: »Oh, and this one goes for all classes, is the fact that since most ultis are magickal damage they of course scale of spell penetration, making it that if a NB stam used veil of blades versus a NB magicka both with the same amount of ressources and damage and cp, the NB magicka would hit harder due it scaling of spell pen, rather then what is highest (granted would be a prob if the sharpened mace bug persisted).
I thought they changed it last year so all class ultimates scale with highest damage and crit type?
Omg yes.. thank you for these patch notes.. i really do love all the changes..
Some feedback:
- Excellent PvE update and i think everyone here is happy. Well except maybe templars but BoL needs a nerf it's true.
- Stamina Builds didn't get much of anything except a indirect nerf via the revised CP system but the new stam sets are amazing.
- Alot of the PvPers are really unhappy but we all know pvp players are are the loudest. Hopefully those cyrodil improvements will be awesome.
Overall good patch notes. Keep up good work..
Elijah_Crow wrote: »Killers blade should deal Physical damage. It's a stamina morph and will never benefit from where a stamina dps must put their champion points (Mighty).
bowmanz607 wrote: »Lifecode666 wrote: »As mentioned by others.
Killers blade should deal physical damage.
Staminamorph.
This for sure but the issue is also with:
- Power Extraction (magic damage - stamina morph)
- Assassin's Will (magic damage)
- Ultimates (magic damage)
- Skills and Ultimates of Fighters Guild (physical + magic damage)
The changement to CP should address this as well otherwise changing the kind of damage skills and Ultimates would be more complicated, creating then an issue for magicka builds.
although on some level i would like to see many abilities and ult scale on physical damage, we need to see how this plays out with the physical damage resistance coming in. Now, not every player will be stacking into reduced magic damage because they will have to spread them around. So there could be many instances where someone is stacked in physical damage reduction rendering an execute like executioner weak, but an execute like killers blade will hit harder becuase they have less resistance in mag damage. and you know that many peopole will be jumping on physical resistance for at least a month while people continue to run largely stamina builds until the new meta is figured out.
overall, i would like to see the change to physical damage especially becuase mag users have in inherent advantage in terms of ultimate damage. This was fine before because everyone was stacking against magic so it made sense that a mad user was able to get more from there ultimates at least. No, that is no longer an issue. Advantage of cp tree goes to mag users this round simply for the fact that they already stack points into the proper stars for ultimate power.
I literally choked while eating breakfast and reading this -
Magelight-
This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted (similar to Expert Hunter).
Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in an 8 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 5 seconds.
This ability and the Radiant Magelight morph no longer decrease your maximum Magicka, due to the toggle changes noted above.
The Radiant Magelight morph will continue to prevent you from being stunned by stealth attacks, and will reduce damage from stealth attacks while slotted as a morph effect. Activating it also increases the radius of the activated reveal to 12 meters, and reduces the cost.
The Inner Light morph will continue to increase your maximum Magicka while slotted.
Lifecode666 wrote: »As mentioned by others.
Killers blade should deal physical damage.
Staminamorph.
I don't understand, why does Funnel Health not classify as a heal?
potirondb16_ESO wrote: »Lifecode666 wrote: »As mentioned by others.
Killers blade should deal physical damage.
Staminamorph.
I don't understand, why does Funnel Health not classify as a heal?
Not for stamina nightblade@JDar
___
I liked that suggestion @zerosingularity about making killerblade (the stamina morph) poison dommage, it will totally be nice and would work well around different type of situation.
___
Also, coming back on magelight approach, I feel like magelight alone is good enough, I mean as a magika nightblade (not using mark) I use to be pretty op against stamina nightblade when they were going into cloak. And to be honnest, most of the time I had no issue with cloack at all, even as a stemplar.
The new meta of magelight I mean... magelight alone should make us keep our purgeable dot and should also gives us a bonus of 8% to dommage !
Dalsinthus wrote: »So many nerfs for the Stamblade... Where to even start?
- CP system reamped to provide several sources of physical damage mitigation.
- CP system changes give magic classes damage buffs to all skills and ultimates from a single star; stamblades need two stars to get the same benefits because ultimates and several skills do magic damage.
- As noted above, several stamina based class skills (e.g., Killers Blade) and fighters guild powers (Camo Hunter) still do magic damage.
- SA does not tick on DoTs anymore. This was a huge source of sustainability for PVE content.
- Dark cloak nerfed, Magelight buffed.
- Steel tornado nerfed. The radius decreasing from 12.5 to 9 means a 48.2% decrease in the area covered by this ability.
I find all of this really disappointing. The meta is going to swing to Magic Sorcs, Magic DKs, etc.