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Official Feedback Thread for Nightblades

  • Lava_Croft
    Lava_Croft
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    my nightblade is now perminantly shelved, untill probably forever.
    now using my dragonight. and if they keep on destroying stealth then ill be gone and done with eso.
    and just like perfect world mmo and all the others mmo's ive played, once im gone there aint no callin me back.
    and i willing to bet you 75% of eso players right now are the same way.

    If they destroy stealth? Why do you rely on a mechanic that requires absolutely no skill. If you cant get free kills on unsuspecting opponents who get immediately stunned and killed with no chance to fight back, youll quit?

    How about improving your skill so that you can actually fight a real battle where your opponent can fight back, without relying on some sort of stealth cheese one shot.
    If you think stealth is only used for cheese one shots, you might have some learning to do.
  • Spliffo
    Spliffo
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    Helluin wrote: »
    Spliffo wrote: »
    Has anyone tested how magelight works against clouding swarm yet?

    I tested it carefully with @Xeniph (thanks mate) and Magelight breaks Clouding Swarm.
    According to the description, invisibility should be granted if broken but your are simple removed from invisibility.
    The damages is dealt regularly (less if you are a NB and Bosmer/Khajiit obviously) but this Ultimate loses its function.

    If you cast Magelight before, Clouding Swarm can still be used but you don't enter invisibility at all.

    I'll report it separetely as a bug since here it's not pertinent but surely Magelight should be deeply reviewed because it negates the core NB mechanic (stun from Surprise Attack/Concealed weapon obviously doesn't work), 1 NB passive, 1 Racial passive (Stealthy) and 1 Ultimate.

    There is no skill doing something similar to other mechanics.
    Flare is fine what it does but Magelight shouldn't have the chance to negate invisibility, maybe just reveal sneaking targets.
    An option is to reduce the time when you can't use invisibility to 2-3 seconds but it's a changement that wouldn't work because Magelight costs really few and you can keep using it.

    What suggested by Xeniph, to consider this effect like a CC, so giving immunity, can be another solid option.

    The changements to Cloak are fine, we can deal with them.
    Magelight as it is now instead ruins completely a class in PvP and its mechanic.
    But for this it grants too much in a single skill and for too few magicka used.

    The big problem of many whiners is that they consider gankers just NBs but there are builds with other classes even more effective to gank.
    The issue we had was the spammability of Cloak of magicka NB not the mechanic itself.
    A cost based on % max magicka (so stamina NB are not screwed) and an increased cost upon use would have been a lot better.
    Cloak was able and is able on live server to be countered by many skills, if a player doesn't use them, he/she should avoid to complain.
    Instead Magelight completely negate a mechanic, it's not a simple counter.
    Flare makes sense instead because is designed for that and only that but Magelight no because it's used for a Major buff and a buff to magicka or for a Major buff and a defense against sneaking targets.
    It's a skill already used by many for these reasons only, it can't provide something such huge as extra.

    Compensate NB with something else defensive wise? No, it would be another class.
    What is required to be changed is this new function of Magelight.

    I'll write later a feedback on the other changements we got as NB.

    Thanks for taking the time to test that, is there any chance while you where testing if you checked if you kill the target that casts magelight removes the debuff or if it persists even after the target dies also can cloak still be cast for the minor protection while debuffed or is the ability completely useless? I'm on console and don't have access to PTS so am unable to check myself
    Edited by Spliffo on 8 February 2016 03:08
  • ScruffyWhiskers
    ScruffyWhiskers
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    Helluin wrote: »
    .....it negates the core NB mechanic (stun from Surprise Attack/Concealed weapon obviously doesn't work).....

    Wow. Shields don't even do that. I'd rather they buff the shields. LOL

  • Lava_Croft
    Lava_Croft
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    @Helluin: Thanks for the proper testing and lets hope ZOS takes note and fixes Mark Target on people using Clouding Swarm too.
  • AddictionX
    AddictionX
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    PlagueMonk wrote: »
    AddictionX wrote: »
    I am very happy with magelight being the way it is... the swarms got their counter finally, no more invisibility while the zerg pops x10 swarms with steel tornado unable to damage these players for the duration of the ultimate... its not a tanking ultimate...its a dps ultimate... Imagine if my corrosive armor ticked for 4k each second while capping incoming attacks at 3 percent.

    No more resetting the battle x10 times(till you get lucky) and purging all of my dots with an Escape skill... thats supposed to help you escape... Even your own NBs are kinda happy all of you that made the NB class look bad will be forced to adapt...

    The reason its cheap cause it shouldnt be limited for magicka builds only... thats probably the intention of it staying that way.

    According to WHO was cloak supposed to be an "escape skill"? I'm sorry but cloak is a NBs UTILITY SKILL that a NB needs since they don't have the utility skills of other classes like a direct heal or damage shield.

    Even if we consider it an escape skill, the new Magelight COMPLETELY negates it. How is that fair exactly? I would like to know where the NB's ability to stop a Templar healing or a Sorc from Bolt Escaping or shield stacking is?

    If Everyone gets this magelight then our class needs a single slotted ability that can negate other classes defining abilities.

    Do DK have a class heal? Do we have a damage shield worth much at all? Do we have mobility? Do we have anything to help us stand and fight?...cause i do not feel like running away... Do we have your passives not only to help you sustain 15 percent regen should be limited only to the willows path but you guys get it from a PASSIVE.

    Do we have the insane 50 ultimate DPS skill? (does as much damage as my take flight 110 ultimate)and after drinking a drink you gain 20 ultimate immediately?

    Im sorry but when a nightblade talks about being fair... i dont really understand it...
    Edited by AddictionX on 8 February 2016 09:05
  • Videira
    Videira
    Have you folks noticed that Mark Target will now grey out your cloak skill too. I mean I know it is supposed to be means of tracking someone who is cloaking, but now it seems to negate it like magelite. Because even though you could still be tracked you could still use it for its other buffs, now it no longer seems that way.
  • AddictionX
    AddictionX
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    Xeniph wrote: »
    Ethoir wrote: »
    Xeniph wrote: »
    Pretty much agree here. The changes to cloak are "ok", they hurt, but it's not playstle breaking.

    I dunno, it may alter my play style a bit along with a few others in PvP. If I can't get a purge from a groupmate during a siege, I'll be forced away from the front lines (or my siege weapon) for a longer period of time while I "spam" the cloak until the DOT(s) expire(s). The simple answer is to slot Purge, but unless I am a MagBlade, I can only get one or two casts of it before my magicka is gone. There is no stamina-based purge in the game that I am aware of.

    So as I said, it will alter the play styles of some people. Might break it, might not. I know I'm going to get quite a bit more angsty with my group's healers in PvP if they aren't helping me cleanse siege DoTs when I'm hit with them. To me, the cloak "nerf" is a pain in the neck. I'll live, but I won't like/enjoy having to burn half my magicka or all but hug the healers of my group to purge negative status effects. :p

    Oh don't get me wrong. it will keep me from what little objective gameplay I did do as a solo player. I will not be going in breaches or camping them to help out. In fact I will most likely avoid all objectives in favor of travel routes. Especially with the purge from cloak gone AND purge changed to group only.
    AddictionX wrote: »
    I am very happy with magelight being the way it is... the swarms got their counter finally, no more invisibility while the zerg pops x10 swarms with steel tornado unable to damage these players for the duration of the ultimate... its not a tanking ultimate...its a dps ultimate... Imagine if my corrosive armor ticked for 4k each second while capping incoming attacks at 3 percent.

    No more resetting the battle x10 times(till you get lucky) and purging all of my dots with an Escape skill... thats supposed to help you escape... Even your own NBs are kinda happy all of you that made the NB class look bad will be forced to adapt...

    The reason its cheap cause it shouldnt be limited for magicka builds only... thats probably the intention of it staying that way.

    This is kinda funny. You know the only reason people took devouring over the heal morph right? It was for solo play and the increase to damage with kajiit/Bosmer, not group play. So now they will actually be unkillable while you can see them spinning.

    So you agree that this needed a tone down... good. Cause currently bats x10 plus the spinning and prox det combo, and now on top of meteor showers... as not used as solo play and when 10 players can wipe down 30 or more players due to bats abuse, you understand why they're doing the things they're doing... cause you dont need 24 stack up on top of one another to create that black hole effect... it takes away from what ZOS intended this game to be, it made use of abusable mechanics.

    So tell me again why should a dps ultimate allow you to tank with a glass cannon? I know they will be unkillable but that was also when you couldnt counter it with your own ultimates, and prox det...ZOS is finnally taking steps in the right direction... tell me which fighters guild skill other than dawnbreaker can be used in an extended fight against a vamp? Make sure you list a fighters guild equivalent counter to it and viability in different fights against non vamps, while vamps get all of these skills to be used in all situations.

    Fire damage should burn them according to the lore... Instead>

    a dark elf fire resist
    light armor increase elemental resistance
    a breton magic resist
    jewelry with fire resistance

    With the PTS changes....and which ever skill you choose to use has to be viable in any battle as a reliable skill for any situation. Curently only two skills fit that bill that is Camo hunter for the gank combined with silver shards, and dawnbreaker which is an ultimate. The rest are too specific to the scenario you will most likely not find yourself in.

    Edited by AddictionX on 8 February 2016 09:34
  • Attackopsn
    Attackopsn
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    Soul harvest produces 60-70% of the damage that take flight does at best, and is not an AoE, unlike take flight, dragon knights also have a class utility that reflects four projectiles for their damage value and an additional 35%. Regarding sustain, dragon knights have battle roar, which can restore tremendous amounts of your primary resource depending on the cost of the ultimate, and especially in the case of stamina based dragon knights, have the ability to generate 5% of their resource pool by activating earthen heart abilities.
    Edited by Attackopsn on 8 February 2016 09:14
    ign: ATTACKO
    PS4 NA
    First NA Completion of VMoL Hard Mode


  • Lava_Croft
    Lava_Croft
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    AddictionX wrote: »
    PlagueMonk wrote: »
    AddictionX wrote: »
    I am very happy with magelight being the way it is... the swarms got their counter finally, no more invisibility while the zerg pops x10 swarms with steel tornado unable to damage these players for the duration of the ultimate... its not a tanking ultimate...its a dps ultimate... Imagine if my corrosive armor ticked for 4k each second while capping incoming attacks at 3 percent.

    No more resetting the battle x10 times(till you get lucky) and purging all of my dots with an Escape skill... thats supposed to help you escape... Even your own NBs are kinda happy all of you that made the NB class look bad will be forced to adapt...

    The reason its cheap cause it shouldnt be limited for magicka builds only... thats probably the intention of it staying that way.

    According to WHO was cloak supposed to be an "escape skill"? I'm sorry but cloak is a NBs UTILITY SKILL that a NB needs since they don't have the utility skills of other classes like a direct heal or damage shield.

    Even if we consider it an escape skill, the new Magelight COMPLETELY negates it. How is that fair exactly? I would like to know where the NB's ability to stop a Templar healing or a Sorc from Bolt Escaping or shield stacking is?

    If Everyone gets this magelight then our class needs a single slotted ability that can negate other classes defining abilities.

    Do DK have a class heal? Do we have a damage shield worth much at all? Do we have mobility? Do we have anything to help us stand and fight?...cause i do not feel like running away... Do we have your passives not only to help you sustain 15 percent regen should be limited only to the willows path but you guys get it from a PASSIVE.

    Do we have the insane 50 ultimate DPS skill? (does as much damage as my take flight 110 ultimate)and after drinking a drink you gain 20 ultimate immediately?

    Im sorry but when a nightblade talks about being fair... i dont really understand it...
    Stop it, you're making the not terrible Dragon Knights cry.
  • AddictionX
    AddictionX
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    Attackopsn wrote: »
    Soul harvest produces 60-70% of the damage that take flight does at best, and is not an AoE, unlike take flight, dragon knights also have a class utility that reflects four projectiles for their damage value and an additional 35%. Regarding sustain, dragon knights have battle roar, which can restore tremendous amounts of your primary resource depending on the cost of the ultimate, and especially in the case of stamina based dragon knights, have the ability to generate 5% of their resource pool by activating earthen heart abilities.

    Ok so ill play my 9k magicka pool to restore 15 percent of my stamina. Got it... no more room for reflect.

    But you argue we have battle roar that we can use occasionally its kinda hard for us to gather up 200 plus ultimate in an extended fight. You realize to make that ultimate useful we need to combine it with an expensive ultimate ... I wont bother to do the math im sure the percentage regen out regenerates the occasional ultimate.

    Oh but reflect utility at max stamina is able to cast this 3 times, but think about this curse> prox det> streak> curse> prox det > steak ad nauseam. oh you ran out of magicka trying to sustain yourself? hmmm i still got all my magicka and i absorbed my own reflected frags with harness... hmmm... hmmm....ok... frag out... not dead yet some how... damn... ok... meteor.
    Edited by AddictionX on 8 February 2016 09:43
  • Attackopsn
    Attackopsn
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    You probably should do the math since that's what we're all here for. Regardless of that, even with the siphoning nerf (unless you're a tank), nb sustain isn't really the issue, it's going to be the lack of physical damage morphs making many abilities sub par this coming update.
    Edited by Attackopsn on 8 February 2016 09:47
    ign: ATTACKO
    PS4 NA
    First NA Completion of VMoL Hard Mode


  • AddictionX
    AddictionX
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    Attackopsn wrote: »
    You probably should do the math since that's what we're all here for.

    Cool So battle roar restores 70 percent of the ultimate cost

    Restore Health, Magicka, and Stamina. Restore amount increased by 70% of the ultimate cost.

    Now the Base value restored for ANY ultimate casted is 700 Magicka, Health and Stamina at level 50. This is then increased by 70% of ultimate cost BEFORE and ultimate cost reduction effects.

    For example: Standard of Might - Cost 250 ultimate

    700 base value + 140 (70% of 250) Health, Magicka, and Stamina.

    Devouring Swarm - can have cost reduced by many methods but this does not effect return with battle roar)

    700 base value + 140 (70% of 200) Health, Magicka, and Stamina.

    you following?

    So now lets take that regen passive 15 percent to all the stats.

    You gain x ammount of regen every 2 seconds on top of your stats. Say with 1800 regen thats about 2300 with that stat. So thats an extra 500 every two seconds.

    But ill stop right here i dont want any class to be nerfed (also out of time got to go work) just want DKs and temps to be brought on par. So far magicka dk has been done some justice. But nothing for Stam sorcs or stam DKs... we're just kind of hanging on.
    Edited by AddictionX on 8 February 2016 10:33
  • Nysticc
    Nysticc
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    Once again Zeni has taken the nerfing too far... Instead of making small changes to and ask for feedback they implement major, unpopular nerfs, some of which aren't even needed while failing to fix major bugs which ruin the experience for a lot of players. Will they ever learn?
  • Sav72
    Sav72
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    @AddictionX

    But ill stop right here i dont want any class to be nerfed (also out of time got to go work)

    Thank goodness...best dam thing you said.

    Your rant complained about skills that all classes can get.....



    The biggest issue I have, and I hope other NB notice, the DEVs hit us hard on purpose round 1, of PTS test nerf, so now, they will compromise with us and soften the blow..

    The final outcome of this insanity, we lose any way you look at it.

    The damage is done.

    They wounded NBs with Thieves guild DLC, and will Kill off NBs with Brother Hood DLC......

    Savoifair, EP NB

    If you break something, you can glue it back together and fix it, but, it will always be broken...

  • Strider_Roshin
    Strider_Roshin
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    Mage light, piercing mark, and revealing flare should prevent Nightblades from going in stealth. However, we should still be able to activate dark cloak for the minor protection buff. If this doesn't get fixed, I'm just going to remove the move entirely off my bar.
  • pema
    pema
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    I realy feel dissapointed at the lack of stamina boost. As a stam NB I'm hurting since the block cost and the roll dodge nerf.
    Everything I do cuts into my resources.
    Then I lack selfheal, until I have vigor. (forcing PVP on people)
    There was talk of a new morph of blood altar, but then for stam users, were is that?

    Also the sets are 90% magica based, and some tank based (heavy with health).
    There are so many dd's and even some who dare to play stamina. A bit of support would be nice.

    Give every class the option to self heal, and to get resources back (like the templar has repentance and blazing spear).
    Perhaps a siphoning attack that takes stamina and restores it.
    Officer of Alith Legion
    Ebonheart Pact guild, EU server.
    Check out our site alithlegion.com
  • revonine
    revonine
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    Mage light, piercing mark, and revealing flare should prevent Nightblades from going in stealth. However, we should still be able to activate dark cloak for the minor protection buff. If this doesn't get fixed, I'm just going to remove the move entirely off my bar.

    It's also going to negate Shadow Barrier and Master Assassin. Or very much limit their use at the very least.
  • bowmanz607
    bowmanz607
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    AddictionX wrote: »
    Xeniph wrote: »
    Ethoir wrote: »
    Xeniph wrote: »
    Pretty much agree here. The changes to cloak are "ok", they hurt, but it's not playstle breaking.

    I dunno, it may alter my play style a bit along with a few others in PvP. If I can't get a purge from a groupmate during a siege, I'll be forced away from the front lines (or my siege weapon) for a longer period of time while I "spam" the cloak until the DOT(s) expire(s). The simple answer is to slot Purge, but unless I am a MagBlade, I can only get one or two casts of it before my magicka is gone. There is no stamina-based purge in the game that I am aware of.

    So as I said, it will alter the play styles of some people. Might break it, might not. I know I'm going to get quite a bit more angsty with my group's healers in PvP if they aren't helping me cleanse siege DoTs when I'm hit with them. To me, the cloak "nerf" is a pain in the neck. I'll live, but I won't like/enjoy having to burn half my magicka or all but hug the healers of my group to purge negative status effects. :p

    Oh don't get me wrong. it will keep me from what little objective gameplay I did do as a solo player. I will not be going in breaches or camping them to help out. In fact I will most likely avoid all objectives in favor of travel routes. Especially with the purge from cloak gone AND purge changed to group only.
    AddictionX wrote: »
    I am very happy with magelight being the way it is... the swarms got their counter finally, no more invisibility while the zerg pops x10 swarms with steel tornado unable to damage these players for the duration of the ultimate... its not a tanking ultimate...its a dps ultimate... Imagine if my corrosive armor ticked for 4k each second while capping incoming attacks at 3 percent.

    No more resetting the battle x10 times(till you get lucky) and purging all of my dots with an Escape skill... thats supposed to help you escape... Even your own NBs are kinda happy all of you that made the NB class look bad will be forced to adapt...

    The reason its cheap cause it shouldnt be limited for magicka builds only... thats probably the intention of it staying that way.

    This is kinda funny. You know the only reason people took devouring over the heal morph right? It was for solo play and the increase to damage with kajiit/Bosmer, not group play. So now they will actually be unkillable while you can see them spinning.

    So you agree that this needed a tone down... good. Cause currently bats x10 plus the spinning and prox det combo, and now on top of meteor showers... as not used as solo play and when 10 players can wipe down 30 or more players due to bats abuse, you understand why they're doing the things they're doing... cause you dont need 24 stack up on top of one another to create that black hole effect... it takes away from what ZOS intended this game to be, it made use of abusable mechanics.

    So tell me again why should a dps ultimate allow you to tank with a glass cannon? I know they will be unkillable but that was also when you couldnt counter it with your own ultimates, and prox det...ZOS is finnally taking steps in the right direction... tell me which fighters guild skill other than dawnbreaker can be used in an extended fight against a vamp? Make sure you list a fighters guild equivalent counter to it and viability in different fights against non vamps, while vamps get all of these skills to be used in all situations.

    Fire damage should burn them according to the lore... Instead>

    a dark elf fire resist
    light armor increase elemental resistance
    a breton magic resist
    jewelry with fire resistance

    With the PTS changes....and which ever skill you choose to use has to be viable in any battle as a reliable skill for any situation. Curently only two skills fit that bill that is Camo hunter for the gank combined with silver shards, and dawnbreaker which is an ultimate. The rest are too specific to the scenario you will most likely not find yourself in.

    Shards will eat a vamps face just as a normal dps with no help from camo. Also, there is the ring of protection morph that fears vamps. So, that means shards, ring of protection, camo/evil hunter, and dawn breaker can all be used very effectively 8n an extended fight with a vamp. So ya that is basically all of them. Vamps are squishy as hell and melt with fighters guild and fire. You don't want to die to bats, simple, get out of them. You don't want a glass canon to tank your group with bats, tell your group to get out 9f the bats. The healing bats are really nly good when there are many targets. Clouding swarm is solid because it makes you hard to hit while you essentially added a dot to the people your fighting. That is all bat swarm is. An aoe dot that is avoidable.
  • bowmanz607
    bowmanz607
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    AddictionX wrote: »
    Attackopsn wrote: »
    Soul harvest produces 60-70% of the damage that take flight does at best, and is not an AoE, unlike take flight, dragon knights also have a class utility that reflects four projectiles for their damage value and an additional 35%. Regarding sustain, dragon knights have battle roar, which can restore tremendous amounts of your primary resource depending on the cost of the ultimate, and especially in the case of stamina based dragon knights, have the ability to generate 5% of their resource pool by activating earthen heart abilities.

    Ok so ill play my 9k magicka pool to restore 15 percent of my stamina. Got it... no more room for reflect.

    But you argue we have battle roar that we can use occasionally its kinda hard for us to gather up 200 plus ultimate in an extended fight. You realize to make that ultimate useful we need to combine it with an expensive ultimate ... I wont bother to do the math im sure the percentage regen out regenerates the occasional ultimate.

    Oh but reflect utility at max stamina is able to cast this 3 times, but think about this curse> prox det> streak> curse> prox det > steak ad nauseam. oh you ran out of magicka trying to sustain yourself? hmmm i still got all my magicka and i absorbed my own reflected frags with harness... hmmm... hmmm....ok... frag out... not dead yet some how... damn... ok... meteor.

    Honestly sounds like you need to learn to fight a sorc.stop trying to downplay dk. Mag dk got a huge buff. Stam dk is one of the strongest Stam setups.they dominate in duels. Have great group play. And when played properly have plenty of mobility in open wold.
  • Kwivur
    Kwivur
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    QQ
  • bowmanz607
    bowmanz607
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    AddictionX wrote: »
    Attackopsn wrote: »
    You probably should do the math since that's what we're all here for.

    Cool So battle roar restores 70 percent of the ultimate cost

    Restore Health, Magicka, and Stamina. Restore amount increased by 70% of the ultimate cost.

    Now the Base value restored for ANY ultimate casted is 700 Magicka, Health and Stamina at level 50. This is then increased by 70% of ultimate cost BEFORE and ultimate cost reduction effects.

    For example: Standard of Might - Cost 250 ultimate

    700 base value + 140 (70% of 250) Health, Magicka, and Stamina.

    Devouring Swarm - can have cost reduced by many methods but this does not effect return with battle roar)

    700 base value + 140 (70% of 200) Health, Magicka, and Stamina.

    you following?

    So now lets take that regen passive 15 percent to all the stats.

    You gain x ammount of regen every 2 seconds on top of your stats. Say with 1800 regen thats about 2300 with that stat. So thats an extra 500 every two seconds.

    But ill stop right here i dont want any class to be nerfed (also out of time got to go work) just want DKs and temps to be brought on par. So far magicka dk has been done some justice. But nothing for Stam sorcs or stam DKs... we're just kind of hanging on.

    I'm confused, are you saying 1800 × 15% = 2300? Cause that is not true.

    Also, I don't want to heAR this garbage about dk sustain. Dk is the only darn class that can 4un around with low regen and have food while still being able to maintain their resources. Every other class is a glass canon with those stats and can't sustain a fight.

    Bottom line is that resources in this game is a joke for ALL classes not just limited to one class so stop trying to make it seem that way.
  • mike.eso
    mike.eso
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    Kwivur wrote: »
    QQ

    You're gonna post this in every thread huh?

    I still don't like you...you may leave again.
  • bowmanz607
    bowmanz607
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    pema wrote: »
    I realy feel dissapointed at the lack of stamina boost. As a stam NB I'm hurting since the block cost and the roll dodge nerf.
    Everything I do cuts into my resources.
    Then I lack selfheal, until I have vigor. (forcing PVP on people)
    There was talk of a new morph of blood altar, but then for stam users, were is that?

    Also the sets are 90% magica based, and some tank based (heavy with health).
    There are so many dd's and even some who dare to play stamina. A bit of support would be nice.

    Give every class the option to self heal, and to get resources back (like the templar has repentance and blazing spear).
    Perhaps a siphoning attack that takes stamina and restores it.

    The dodge roll nerfs and block nerfs only effect the players that relied on infinite dodgeroll and perma blocking. Sometimes you dodge, sometimes you block, sometimes you cc, sometimes you cloack. There are plenty of options to work with.

    Also, nb were not built to survive on burst heals. That is why there are multiple ways to reduce incoming damage. That is why nb have high burst damage. Heals for a nb are suppose to come from killing fools. That said, mag nb have plenty of healing options and stam blade has vigor which is extremely easy to get especially in pts. (Pve has to pvp for skills and pvp has to Pve for skills so that's even). There is also rally and
    Blood craze. Perhaps thrown on more armor. Perhaps more health recovery.

    Last, the sets for stam us fine. For one thing the new jewelry sets allow more customization. So you can run 2 he y and three jewelry or weapons for instance with 5 medium and still be very silid. The dodgeroll trap set is pretty good. Especially for a stam blade looking for the extra second to pop a cloak or something. There is the set that reduces stam cost and increases bow damage. Not to mentiin, the 2/3/4 pc sets that stam has makes for better diversity in builds. It 8s not all about the 5pc bonus.

    Last, every class does have a self heal. Sure not every build within the class can utilize those heals, but hey that is part of the choices you make when theory crafting. Also, siphoning attacks does restore stam so I am confused there.
  • bunnytrix
    bunnytrix
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    if im understanding this correctly:

    it means that i will have zero stamina regen while im in sneak?

    allright, so if i go into sneak to move around and place myself behind some one for a sneak attack, by the time i get to the right position to do the attack i will probably be completely out of stamina?

    Also:
    if i try to stay in sneak and move around i will never at any time gain or recover ANY stamina, untill i completely STAND UP and leave sneak to regain stamina?

    Also:
    if i try to travel in sneak in cryodiil as i have since beta 2013, i will only be able to go a few feet and then have to again STAND UP and leave sneak every few seconds in order to continue traveling?

    Can anyone answer this definitively ? Do you have to come out of stealth to regain stamina ? If so then it will totally destroy stealthy gameplay even before the magelight change. And in a Thieve's Guild dlc...oh the irony!
  • Dalsinthus
    Dalsinthus
    ✭✭✭✭✭
    bunnytrix wrote: »
    if im understanding this correctly:

    it means that i will have zero stamina regen while im in sneak?

    allright, so if i go into sneak to move around and place myself behind some one for a sneak attack, by the time i get to the right position to do the attack i will probably be completely out of stamina?

    Also:
    if i try to stay in sneak and move around i will never at any time gain or recover ANY stamina, untill i completely STAND UP and leave sneak to regain stamina?

    Also:
    if i try to travel in sneak in cryodiil as i have since beta 2013, i will only be able to go a few feet and then have to again STAND UP and leave sneak every few seconds in order to continue traveling?

    Can anyone answer this definitively ? Do you have to come out of stealth to regain stamina ? If so then it will totally destroy stealthy gameplay even before the magelight change. And in a Thieve's Guild dlc...oh the irony!

    From what friends on the PTS have told me, you regen in stealth when you are standing perfectly still. If you move at all, even a little, it drops to 0. This is a pretty huge nerf to stealth game play, cutting down mobility and the ability to use buffs/heals in stealth.

    I don't understand why this change, the cloak nerf and the magelight buff all are happening together. These massive changes to a playstyle make the game feel really swingy. Why not tweak one or two things at a time, see how it works and adjust from there?
  • Gilvoth
    Gilvoth
    ✭✭✭✭✭
    ✭✭✭✭✭
    nightblade class is now done and dead, and has been since beta.
    ive shelved him perminantly, or atleast untill they do what we are asking,
    increased sneak speeds, annd soo much more that we have been asking for since beta.
    we finally and recently got some help but immediately we got bashed for the help and now given again nerf since imperial city sewers release.
    ive shelved my nightblade, and now playing my dragonight.

    i can only hope that maybe now they make a new class for stealth, high sneak speeds and high dagger damage, and all about invisibility and assassin rogue type style gameplay for the upcoming dark brotherhood patch.

    Edited by Gilvoth on 8 February 2016 16:58
  • AddictionX
    AddictionX
    ✭✭✭✭
    bowmanz607 wrote: »
    AddictionX wrote: »
    Xeniph wrote: »
    Ethoir wrote: »
    Xeniph wrote: »
    Pretty much agree here. The changes to cloak are "ok", they hurt, but it's not playstle breaking.

    I dunno, it may alter my play style a bit along with a few others in PvP. If I can't get a purge from a groupmate during a siege, I'll be forced away from the front lines (or my siege weapon) for a longer period of time while I "spam" the cloak until the DOT(s) expire(s). The simple answer is to slot Purge, but unless I am a MagBlade, I can only get one or two casts of it before my magicka is gone. There is no stamina-based purge in the game that I am aware of.

    So as I said, it will alter the play styles of some people. Might break it, might not. I know I'm going to get quite a bit more angsty with my group's healers in PvP if they aren't helping me cleanse siege DoTs when I'm hit with them. To me, the cloak "nerf" is a pain in the neck. I'll live, but I won't like/enjoy having to burn half my magicka or all but hug the healers of my group to purge negative status effects. :p

    Oh don't get me wrong. it will keep me from what little objective gameplay I did do as a solo player. I will not be going in breaches or camping them to help out. In fact I will most likely avoid all objectives in favor of travel routes. Especially with the purge from cloak gone AND purge changed to group only.
    AddictionX wrote: »
    I am very happy with magelight being the way it is... the swarms got their counter finally, no more invisibility while the zerg pops x10 swarms with steel tornado unable to damage these players for the duration of the ultimate... its not a tanking ultimate...its a dps ultimate... Imagine if my corrosive armor ticked for 4k each second while capping incoming attacks at 3 percent.

    No more resetting the battle x10 times(till you get lucky) and purging all of my dots with an Escape skill... thats supposed to help you escape... Even your own NBs are kinda happy all of you that made the NB class look bad will be forced to adapt...

    The reason its cheap cause it shouldnt be limited for magicka builds only... thats probably the intention of it staying that way.

    This is kinda funny. You know the only reason people took devouring over the heal morph right? It was for solo play and the increase to damage with kajiit/Bosmer, not group play. So now they will actually be unkillable while you can see them spinning.

    So you agree that this needed a tone down... good. Cause currently bats x10 plus the spinning and prox det combo, and now on top of meteor showers... as not used as solo play and when 10 players can wipe down 30 or more players due to bats abuse, you understand why they're doing the things they're doing... cause you dont need 24 stack up on top of one another to create that black hole effect... it takes away from what ZOS intended this game to be, it made use of abusable mechanics.

    So tell me again why should a dps ultimate allow you to tank with a glass cannon? I know they will be unkillable but that was also when you couldnt counter it with your own ultimates, and prox det...ZOS is finnally taking steps in the right direction... tell me which fighters guild skill other than dawnbreaker can be used in an extended fight against a vamp? Make sure you list a fighters guild equivalent counter to it and viability in different fights against non vamps, while vamps get all of these skills to be used in all situations.

    Fire damage should burn them according to the lore... Instead>

    a dark elf fire resist
    light armor increase elemental resistance
    a breton magic resist
    jewelry with fire resistance

    With the PTS changes....and which ever skill you choose to use has to be viable in any battle as a reliable skill for any situation. Curently only two skills fit that bill that is Camo hunter for the gank combined with silver shards, and dawnbreaker which is an ultimate. The rest are too specific to the scenario you will most likely not find yourself in.

    Shards will eat a vamps face just as a normal dps with no help from camo. Also, there is the ring of protection morph that fears vamps. So, that means shards, ring of protection, camo/evil hunter, and dawn breaker can all be used very effectively 8n an extended fight with a vamp. So ya that is basically all of them. Vamps are squishy as hell and melt with fighters guild and fire. You don't want to die to bats, simple, get out of them. You don't want a glass canon to tank your group with bats, tell your group to get out 9f the bats. The healing bats are really nly good when there are many targets. Clouding swarm is solid because it makes you hard to hit while you essentially added a dot to the people your fighting. That is all bat swarm is. An aoe dot that is avoidable.

    That skill is called turn undead which is a morph of the ring of protection... but doesnt fit viability in all situations, just like the argument shield breaker set...

    Thats what i already do, but you still have them gap closing you and cc'ing you with other skills... Also if you think i have a learn to play issue please do fight me when you see me... i hope your not EP... then you can decide if I have a learn to play issue, thanks.. message me @AddictionX
  • AddictionX
    AddictionX
    ✭✭✭✭
    bowmanz607 wrote: »
    AddictionX wrote: »
    Attackopsn wrote: »
    You probably should do the math since that's what we're all here for.

    Cool So battle roar restores 70 percent of the ultimate cost

    Restore Health, Magicka, and Stamina. Restore amount increased by 70% of the ultimate cost.

    Now the Base value restored for ANY ultimate casted is 700 Magicka, Health and Stamina at level 50. This is then increased by 70% of ultimate cost BEFORE and ultimate cost reduction effects.

    For example: Standard of Might - Cost 250 ultimate

    700 base value + 140 (70% of 250) Health, Magicka, and Stamina.

    Devouring Swarm - can have cost reduced by many methods but this does not effect return with battle roar)

    700 base value + 140 (70% of 200) Health, Magicka, and Stamina.

    you following?

    So now lets take that regen passive 15 percent to all the stats.

    You gain x ammount of regen every 2 seconds on top of your stats. Say with 1800 regen thats about 2300 with that stat. So thats an extra 500 every two seconds.

    But ill stop right here i dont want any class to be nerfed (also out of time got to go work) just want DKs and temps to be brought on par. So far magicka dk has been done some justice. But nothing for Stam sorcs or stam DKs... we're just kind of hanging on.

    I'm confused, are you saying 1800 × 15% = 2300? Cause that is not true.

    Also, I don't want to heAR this garbage about dk sustain. Dk is the only darn class that can 4un around with low regen and have food while still being able to maintain their resources. Every other class is a glass canon with those stats and can't sustain a fight.

    Bottom line is that resources in this game is a joke for ALL classes not just limited to one class so stop trying to make it seem that way.

    I am sorry i ran out of time as stated above to finish the proper math but thanks for cherry picking. Correction its approx 300 regen** Every 2 seconds.

    Really? we "can run around with low regen and have food while being able to maintain their reasources." bro... do you even DK? I doubt it... but ok this is getting funny.

    "Every other class is a glass canon with those stats and cant sustain a fight."

    So Sorcs is a glass canon... NB (with cloak nerf) are also glass canons even with your damage and passives.

    The current small percentage of DKs you see running around currently before the PTS are able to sustain themselves because some of them just might of learned how to sustain themselves through the use of everything available to them to include pots and drink buffs.

    Anyways this isnt the point of this thread... you just keep making reasonable suggestions.
    Edited by AddictionX on 8 February 2016 17:41
  • bunnytrix
    bunnytrix
    ✭✭✭✭
    Dalsinthus wrote: »
    bunnytrix wrote: »
    if im understanding this correctly:

    it means that i will have zero stamina regen while im in sneak?

    allright, so if i go into sneak to move around and place myself behind some one for a sneak attack, by the time i get to the right position to do the attack i will probably be completely out of stamina?

    Also:
    if i try to stay in sneak and move around i will never at any time gain or recover ANY stamina, untill i completely STAND UP and leave sneak to regain stamina?

    Also:
    if i try to travel in sneak in cryodiil as i have since beta 2013, i will only be able to go a few feet and then have to again STAND UP and leave sneak every few seconds in order to continue traveling?

    Can anyone answer this definitively ? Do you have to come out of stealth to regain stamina ? If so then it will totally destroy stealthy gameplay even before the magelight change. And in a Thieve's Guild dlc...oh the irony!

    From what friends on the PTS have told me, you regen in stealth when you are standing perfectly still. If you move at all, even a little, it drops to 0. This is a pretty huge nerf to stealth game play, cutting down mobility and the ability to use buffs/heals in stealth.

    I don't understand why this change, the cloak nerf and the magelight buff all are happening together. These massive changes to a playstyle make the game feel really swingy. Why not tweak one or two things at a time, see how it works and adjust from there?

    If this is true these changes will effectively kill NB as a class to play. It's supposed to be all about stealth and speed. If I cant recover my stamina while in stealth what am I supposed to do ? Stand up every 30 seconds and paint a target on my head ?
    I really enjoy the stealth NB gameplay in this game. If that is killed off then I'll be gone too. I see many other Nightblades here really worried about this dlc. Nerfs, and badly thought out sweeping changes do not make happy customers.
  • bowmanz607
    bowmanz607
    ✭✭✭✭✭
    bunnytrix wrote: »
    Dalsinthus wrote: »
    bunnytrix wrote: »
    if im understanding this correctly:

    it means that i will have zero stamina regen while im in sneak?

    allright, so if i go into sneak to move around and place myself behind some one for a sneak attack, by the time i get to the right position to do the attack i will probably be completely out of stamina?

    Also:
    if i try to stay in sneak and move around i will never at any time gain or recover ANY stamina, untill i completely STAND UP and leave sneak to regain stamina?

    Also:
    if i try to travel in sneak in cryodiil as i have since beta 2013, i will only be able to go a few feet and then have to again STAND UP and leave sneak every few seconds in order to continue traveling?

    Can anyone answer this definitively ? Do you have to come out of stealth to regain stamina ? If so then it will totally destroy stealthy gameplay even before the magelight change. And in a Thieve's Guild dlc...oh the irony!

    From what friends on the PTS have told me, you regen in stealth when you are standing perfectly still. If you move at all, even a little, it drops to 0. This is a pretty huge nerf to stealth game play, cutting down mobility and the ability to use buffs/heals in stealth.

    I don't understand why this change, the cloak nerf and the magelight buff all are happening together. These massive changes to a playstyle make the game feel really swingy. Why not tweak one or two things at a time, see how it works and adjust from there?

    If this is true these changes will effectively kill NB as a class to play. It's supposed to be all about stealth and speed. If I cant recover my stamina while in stealth what am I supposed to do ? Stand up every 30 seconds and paint a target on my head ?
    I really enjoy the stealth NB gameplay in this game. If that is killed off then I'll be gone too. I see many other Nightblades here really worried about this dlc. Nerfs, and badly thought out sweeping changes do not make happy customers.

    Nb was not always able to regen Stam while in stealth. Also, you had to have high enough recovery and low sneAK cost to get the regeneration in current game. Although that is not hard at all to acheive. My point being is it is not like you are instantly out of stamina. You will still have solid sneak skills and resources. This also makes the champ tree star more useful and makes you spec points into that style of play. Not to mention Leger main skills that reduce sneak cost. Plus night silence and vamp along with concealed weapon and movement buffs can get you to where you are going quicker resulting in less Stam being used in travel. This change forces you to spec more heavily into sneak.

    That said, I do agree that Nb should receive some sort of movement passive while in stealth. That only makes since. Especially with changes to stealth gameplay.
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