With the developer promises to revisit combat balance, I would like to suggest specific changes to my area of interest: Nightblade Healer PvE. As a class NB provides very little group support and I would correct that through changes to underpowered morphs and passives while not diminishing the class as a DPS. For inference into my mindset for these changes: NB design philosophy emphasizes HoT, mobility, critical, and berserk.
FUNNEL HEALTH
For the price of a class spammable, you deal half of its damage and apply a two second tick HoT to a single ally. The skill may be used from up to 28m, but the heal effect only applies within 15m. This range forces close positioning of either the healer or the group-mates, and is counterintuitive to the design philosophy. For comparison Regeneration ticks twice as fast, costs less, targets two people per cast and has a 28m radius on the base morph. I would have the heal radius increased to 28m. The skill’s use-case lies in 4-man content as it would need to be cast an unrealistic number of times in raids, and is greatly diminished on players in PvP. To make it viable in large group content and unchanged in 4-man content, it should heal a quarter of the group-mates in range, up to four, including the caster in its count, and rounding down. It will target a minimum of one player. This helps address the lack of identity for NB support in raid content, and improves the skill’s use for group PvP.
SWALLOW SOUL
To improve Funnel Health is to make this morph less desirable, even for dedicated DPS. To counteract this, the skill should see the return of its Minor Vitality on slotting. This Minor buff is also used by tank specs and improves their desirability.
SHREWD OFFERING
This morph is unappealing. The Mending from the sister morph is more desirable, and the health cost is already insignificant. To aid in it being a ‘safe’ morph, this one should add a 360 degree cast arc. With this change the chosen morph will now be preferential.
DEBILITATE
NB lacks group damage utility. To meet this need and follow the design philosophy this lesser morph of Cripple should have a halved DoT, and increase the chance for skills against the target to critically hit by x%. This percent should be low, around 4%, to prevent it from being too powerful and absolutely necessitating its use. It should no longer return magicka or be applicable to more than one target. This skill should be gated behind a dedicated NB support, so its cost should be unrealistic for a DPS to maintain without great sacrifice in damage gearing. Its cost should be increased to ~5000 magicka. Multiple casts of this skill from different casters on the same target do not stack. To telegraph the effect’s application, a simple red glow on the target should suffice.
SAP ESSENCE
This possesses the same issue as Funnel Health. The damage radius is fine, but the heal radius is too restrictive. The radius of the healing should be double the radius of the damage. This skill seems cost-effective, so the removal of the Major buffs attached to it or a slight damage reduction would be a fair trade if deemed necessary.
BOLSTERING DARKNESS
This skill does not function with Jorvuld’s Guidance. This is due to Major Protection’s duration being tied to the total duration of the skill. This set should increase the duration of the rune, and therefore affect the duration of its buff.
DARK SHADE
While not a healer ability, this morph of Summon Shade is geared towards tanks, but provides very little to the tank. Since the other morph has additional benefit on multiple activations, this one could use the same functionality to fill the spec’s need for PvE crowd control. Only on repeat activations should the shade should perform its spin, which will now root enemies for 4 seconds in addition to applying maim. Each root should require half of the initial magicka cost. To prevent the skill from being a mobile, ranged root that tracks the opposition, the shade should spawn and stay at the position of the cursor, and be removed when the duration runs out or the caster taps crouch.
REAPING MARK
This morph is very underwhelming, as better sources of Major armor penetration are often on the target in PvE, and its Major Berserk uptime is too low to warrant applying the skill to enemies, let alone picking this morph over the other one. Synergies play a very important part in group content, which is problematic for NB since both of its class synergies are activated from ultimates. Due to the existence of Warhorn, these skills will never be used by competitive NB support in the majority of PvE content. I suggest the heal and Berserk on kill be removed, and that the mark would now offer 3 charges of a Major Berserk synergy for 4 seconds to allies in 6m of the target. Each charge takes 30 seconds to regenerate. They possess the standard synergy cooldown of 20 seconds. Reaping Mark charges are tracked for all Nightblades in the group, so that use of more than one instance of this skill will not have an effect. To prevent the skill from easily being equipped by a DPS, the cost should be increased to ~6000 magicka and the duration reduced to 15 seconds. The skill name should be changed to ‘Marked for Death’ or something similar to represent its changed behavior.
MAGICKA FLOOD
In two prior skills, the costs have been increased to gate usage behind a NB healer. To aid in sustaining the increased skill costs this passive should also increase magicka regeneration by ~10% for 4 seconds after critically healing an ally (and restoring health) with a siphoning ability. This will not proc off of self-healing. This should not significantly affect DPS sustain as magicka sustain is partly gained through Siphoning Attacks and Absorb Magicka, and passive regeneration is low enough that this passive won’t make NB DPS much better even if they make skill sacrifices for Funnel Health or Sap Essence to benefit from it.
While I’m at it, the display of a large number of synergies in the group can get confusing when all available at once. They should be shown in stack form, with the highest priority synergy that can be activated on the top, and the underlying synergies underneath.
Edited by Mr_Monday on 19 March 2019 22:41