KaironBlackbard wrote: »DrNukenstein wrote: »master_vanargand wrote: »
And, Abilities as passives would probably normally have reduced effects to incentivise using them as actives instead of passives.
Buff Abilities passively granting their buffs would reduce max resource by their cost, which btw reduces your damage output by reducing your max resource. That would be the balancing for that.
This is so close to a great idea for ALL classes. Getting to slot say, 5 passives instead of benefiting from every single passive you have the skill points for. Would probably require a rebalance of nearly every passive, but would bring in a wild new era of theory crafting for this game while reigning in some of the insane power creep of the hybrid meta.
Make it happen, update 45. Prune our power and make us make decisions.
It expands power not prunes it.
It's not the passives you are slotting, true passives are unaffected by that Idea of mine.
The Idea is for turning ACTIVE abilities, ones you slot and cast, into an alternate variation.
Allowing you to slot more useless abilities to gain their effects without having to spam them or waste true ability slots.
Like Magelight and Flare. Put those in the passive bar to gain crit bonus and protection without wasting a casting slot for such a meager bonus.
It does NOT affect true passives.
DrNukenstein wrote: »KaironBlackbard wrote: »DrNukenstein wrote: »master_vanargand wrote: »
And, Abilities as passives would probably normally have reduced effects to incentivise using them as actives instead of passives.
Buff Abilities passively granting their buffs would reduce max resource by their cost, which btw reduces your damage output by reducing your max resource. That would be the balancing for that.
This is so close to a great idea for ALL classes. Getting to slot say, 5 passives instead of benefiting from every single passive you have the skill points for. Would probably require a rebalance of nearly every passive, but would bring in a wild new era of theory crafting for this game while reigning in some of the insane power creep of the hybrid meta.
Make it happen, update 45. Prune our power and make us make decisions.
It expands power not prunes it.
It's not the passives you are slotting, true passives are unaffected by that Idea of mine.
The Idea is for turning ACTIVE abilities, ones you slot and cast, into an alternate variation.
Allowing you to slot more useless abilities to gain their effects without having to spam them or waste true ability slots.
Like Magelight and Flare. Put those in the passive bar to gain crit bonus and protection without wasting a casting slot for such a meager bonus.
It does NOT affect true passives.
YO THE GAME DOES NOT NEED MOAR POWER CREEP
KaironBlackbard wrote: »
It's not really power creep. The cost of slotting abilities reduces your max resources, thus reducing your damage output and survivability.
DrNukenstein wrote: »KaironBlackbard wrote: »
It's not really power creep. The cost of slotting abilities reduces your max resources, thus reducing your damage output and survivability.
That would be giving every one their own customizable oakensoul ring but with 2 bars.
KaironBlackbard wrote: »you know they will never do as you are requesting.
Luna_the_Rat wrote: »My biggest issues on Nightblade ATM :
- Far too many things in PVP pull us out of Shadowy Disguise. My own poison dot causes a recast, Sorc's targeted, sticky abilities, Streak. Those calling for a recast debuff are not advocating that shadowy disguise be worth the initial cast every time, and I would like to see this change made to help Stamblade actually use Shadowy Disguise to disengage successfully.
- Players pinpoint my exact position in Shadowy Disguise regularly, without any source of Reveal.
- Incapacitating Strike feels like it misses / whiffs on dodge > wasted ult very frequently. DK Leap is targeted for comparison's sake. On hit, Incap. Strike is fine, but I feel like for an Ultimate ability it hits infrequently, the cast time is clunky on the upgraded version, and results in an entirely wasted ult far too frequently for the duration of stun > break free.
Luna_the_Rat wrote: »Luna_the_Rat wrote: »My biggest issues on Nightblade ATM :
- Far too many things in PVP pull us out of Shadowy Disguise. My own poison dot causes a recast, Sorc's targeted, sticky abilities, Streak. Those calling for a recast debuff are not advocating that shadowy disguise be worth the initial cast every time, and I would like to see this change made to help Stamblade actually use Shadowy Disguise to disengage successfully.
- Players pinpoint my exact position in Shadowy Disguise regularly, without any source of Reveal.
- Incapacitating Strike feels like it misses / whiffs on dodge > wasted ult very frequently. DK Leap is targeted for comparison's sake. On hit, Incap. Strike is fine, but I feel like for an Ultimate ability it hits infrequently, the cast time is clunky on the upgraded version, and results in an entirely wasted ult far too frequently for the duration of stun > break free.
I would also point out that Ambush is super clunky. The slight cast time is seriously holding this move back when coupled with its awkward range. The only thing that keeps this move on my bar is the stun from stealth + the nice buffs on hit.
DrNukenstein wrote: »A way to passively slot minor and major buffs and a portion of their active effect as a passive effect at an initially very high cost to "max resources"
If it cost 5000 max mag or stam to slot one effect it would be very bad for anyone to engage with such a system. If it costs a reasonable amount its just giving people more power they can cram into their build. That is the problem with the game today. Do you be crazy tanky with good damage or good tanky with crazy damage?
Where as making it so a build can slot 5 of their unlocked passive effects would make people for example decide if they want the undaunted stat bonuses or have vamp3
Luna_the_Rat wrote: »DrNukenstein wrote: »A way to passively slot minor and major buffs and a portion of their active effect as a passive effect at an initially very high cost to "max resources"
If it cost 5000 max mag or stam to slot one effect it would be very bad for anyone to engage with such a system. If it costs a reasonable amount its just giving people more power they can cram into their build. That is the problem with the game today. Do you be crazy tanky with good damage or good tanky with crazy damage?
Where as making it so a build can slot 5 of their unlocked passive effects would make people for example decide if they want the undaunted stat bonuses or have vamp3
I would love build diversity, I hope we can leave this Tank meta behind as a community, but most builds ive seen in 2024 are 64 hp with no sacrifice to damage. A shakeup in pvp is neeeded towards damage dealers mattering, and your choices to be mostly unkillable *should* mean the end of anything but supplementary damage on the Tanks part. But here we are, I just played with an enemy Arcanist that did 3M damage in a Battleground and never came close to dying once. Dev response?
DrNukenstein wrote: »A way to passively slot minor and major buffs and a portion of their active effect as a passive effect at an initially very high cost to "max resources"
If it cost 5000 max mag or stam to slot one effect it would be very bad for anyone to engage with such a system. If it costs a reasonable amount its just giving people more power they can cram into their build. That is the problem with the game today. Do you be crazy tanky with good damage or good tanky with crazy damage?
Where as making it so a build can slot 5 of their unlocked passive effects would make people for example decide if they want the undaunted stat bonuses or have vamp3
Luna_the_Rat wrote: »
I would love build diversity, I hope we can leave this Tank meta behind as a community, but most builds ive seen in 2024 are 64 hp with no sacrifice to damage. A shakeup in pvp is neeeded towards damage dealers mattering, and your choices to be mostly unkillable *should* mean the end of anything but supplementary damage on the Tanks part. But here we are, I just played with an enemy Arcanist that did 3M damage in a Battleground and never came close to dying once. Dev response?
KaironBlackbard wrote: »
Some of those everyone can get, and most people hate slotting them because it wastes an attack slot. Many others wish those abilities would grant the effect from the backbar.
If they do this, then people could slot it passively on both bars and then be able to use the abilities that make them their class, granting class diversity instead of global synchronicity. If you know what I mean by that.
As is now, many are the same, having only 3 active skills, half the time people use weapon instead of class skills.
Everyone slots flare. Major Protection.
Everyone slots either hunter or magelight. Critical buffs, either damage or magicka. If Magelight, probably radiant magelight for immunity to stun from sneak attacks. At least one person in every coordinated group runs Radiant Magelight that so their group cannot be stunned by stealth attacks.
Leaves only 3 slots for other skills.
Leaves little room for class diversity.
Slot those passively and then you have more room to be your class.
Grim Focus now makes your weapons permanently glow just for having the ability slotted
master_vanargand wrote: »In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug, I tested how this happens.
Below is a video of me testing the bug.
[ESO]"Elemental Susceptibility" and "Structured Entropy" destroy invisible[BUG]
https://youtu.be/GOTjX6kePkQ
[Test]
- Testing "Structured Entropy", destroy invisible.
- Testing "Normal DoT skill", Invisible will be maintained.
- Testing "Elemental Susceptibility", destroy invisible.
- Testing "Overcharged of Status effect ", Invisible will be maintained.
master_vanargand wrote: »Nightblade has many problems, but there are 3 main ones.
The first problem is that Nightblade is the worst performing PvE DPS.
Compared to PvE Top tier classes, Nightblade's single dps is over 10% worse.
Of course, AoE DPS is also at the bottom. And skill rotation is the most complex.
Designed as a DPS when ESO started, Nightblade suffers as the worst DPS in its 10th anniversary.
There are many ways and ideas to solve this problem, but I think a simple solution is better.
Here are some simple ideas to buff PvE Nightblade DPS.
[Requests for improvements to Nightblade]
- Increase Death Stroke's duration and reduce its ult cost. (For example, if the Ult cost is 60 and the duration is 12 seconds, the DPS increase is about 5%. "Soul Harvest" does less damage than "Incapacitating Strike" and does not have the special effect of 120 ult, so few people seem to use "Soul Harvest" in PvE or PvP. There are many reasons why Nightblade uses "Incapacitating Strike" in PvE, such as when DPS often accumulate 120 ults while dealing with boss gimmicks, or when DPS want to get ahead of other DPS by attacking the first. "Soul Harvest" on the current live server seems to have no use other than solo use, because there aren't many Trials bosses with a lot of adds. If "Soul Harvest" ult cost becomes 60 and effect duration becomes 12 seconds, PvE DPS Nightblade will choose "Soul Harvest". )
- Passive ability "Magicka Flood" increases stamina and magicka. (Rename it to "Power Flood". If this is not done, Cannot be called the hybridization. Also, please change the activation condition of the passive skill to "While slotted Siphoning skills on either bar".)
- Change passive abilitie "Hemorrhage" to "While slotted Assassination skills on either bar". (The current problem, PvE DPS Nightblade is forced to use Assassination ult skill on both bars. If only one bar is OK, without reducing DPS, NB can change the back bar ult slot to AoE Damage ult skill.)
- Increases passive abilitie "Pressure Points" from 438 (2%) to 657 (3%). (This is the easiest and most reliable way to increase the DPS of PvE Nightblade.)
- Need the duration of "Twisting Path" to be increased without reducing the DPS. (Namely, make it 15 sec instead of 12 sec. Making it the same time as the 15 second weapon skill on the backbar would make skill rotation easier. Changes the duration of this skill or Dark Veil.)
- Add the effect of "Effects additional enemies near your initial target. (+3 targets)" without reducing the DPS of "Cripple". (Making it a splitting skill increases the AoE damage. However, damage should not be reduced from what it is currently on the live server. Single DPS should not be reduced.)
- Add "Now deals its damage in an area around the initial target as well." to "Killer's Blade". (Anyway, since the AoE is lacking, need add splitting damage like "Reverse Slice".)
- Change all stamina morph skills of Nightblade such as Killer's Blade to "Bleed Damage" and unify them. (Incapacitating Strike, Killer's Blade, Ambush, Relentless Focus, Surprise Attack, Power Extraction.)
- Changes and buff the effects of "Consuming Darkness and its morphs" probably the weakest ultimate skill in ESO.
- Need change the duration of the passive ability "Shadow Barrier" of 15-20 seconds.(Do not associate class passive abilities with heavy armor.)
- The idea of Shadow Cloak "While slotted on either bar, you gain Major Buff" is great.
I wish the game creator would give that idea to the "Assassination" and "Siphoning" skills as well.
I think need add "While slotted on either bar, you gain Major Brutality and Sorcery" to Siphoning Strikes.
And remove the "Brutality and Sorcery" from Drain Power and give it buff something better.(For example, it would be great if you could give yourself and all 11 members of your group Minor Courage in Drain Power.)
The second problem is that of red light.
It is discussed in the thread below.
[Grim Focus Permaglow]Grim Focus now makes your weapons permanently glow just for having the ability slotted
The third issue is a stealth destruction bug that many players are exploiting in PvP.
In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug. There are many players exploiting the bug.
Please fix this bug quickly.
[Elemental Susceptibility and Structured Entropy destroy invisible]master_vanargand wrote: »In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug, I tested how this happens.
Below is a video of me testing the bug.
[ESO]"Elemental Susceptibility" and "Structured Entropy" destroy invisible[BUG]
https://youtu.be/GOTjX6kePkQ
[Test]
- Testing "Structured Entropy", destroy invisible.
- Testing "Normal DoT skill", Invisible will be maintained.
- Testing "Elemental Susceptibility", destroy invisible.
- Testing "Overcharged of Status effect ", Invisible will be maintained.
KaironBlackbard wrote: »master_vanargand wrote: »Nightblade has many problems, but there are 3 main ones.
The first problem is that Nightblade is the worst performing PvE DPS.
Compared to PvE Top tier classes, Nightblade's single dps is over 10% worse.
Of course, AoE DPS is also at the bottom. And skill rotation is the most complex.
Designed as a DPS when ESO started, Nightblade suffers as the worst DPS in its 10th anniversary.
There are many ways and ideas to solve this problem, but I think a simple solution is better.
Here are some simple ideas to buff PvE Nightblade DPS.
[Requests for improvements to Nightblade]
- Increase Death Stroke's duration and reduce its ult cost. (For example, if the Ult cost is 60 and the duration is 12 seconds, the DPS increase is about 5%. "Soul Harvest" does less damage than "Incapacitating Strike" and does not have the special effect of 120 ult, so few people seem to use "Soul Harvest" in PvE or PvP. There are many reasons why Nightblade uses "Incapacitating Strike" in PvE, such as when DPS often accumulate 120 ults while dealing with boss gimmicks, or when DPS want to get ahead of other DPS by attacking the first. "Soul Harvest" on the current live server seems to have no use other than solo use, because there aren't many Trials bosses with a lot of adds. If "Soul Harvest" ult cost becomes 60 and effect duration becomes 12 seconds, PvE DPS Nightblade will choose "Soul Harvest". )
- Passive ability "Magicka Flood" increases stamina and magicka. (Rename it to "Power Flood". If this is not done, Cannot be called the hybridization. Also, please change the activation condition of the passive skill to "While slotted Siphoning skills on either bar".)
- Change passive abilitie "Hemorrhage" to "While slotted Assassination skills on either bar". (The current problem, PvE DPS Nightblade is forced to use Assassination ult skill on both bars. If only one bar is OK, without reducing DPS, NB can change the back bar ult slot to AoE Damage ult skill.)
- Increases passive abilitie "Pressure Points" from 438 (2%) to 657 (3%). (This is the easiest and most reliable way to increase the DPS of PvE Nightblade.)
- Need the duration of "Twisting Path" to be increased without reducing the DPS. (Namely, make it 15 sec instead of 12 sec. Making it the same time as the 15 second weapon skill on the backbar would make skill rotation easier. Changes the duration of this skill or Dark Veil.)
- Add the effect of "Effects additional enemies near your initial target. (+3 targets)" without reducing the DPS of "Cripple". (Making it a splitting skill increases the AoE damage. However, damage should not be reduced from what it is currently on the live server. Single DPS should not be reduced.)
- Add "Now deals its damage in an area around the initial target as well." to "Killer's Blade". (Anyway, since the AoE is lacking, need add splitting damage like "Reverse Slice".)
- Change all stamina morph skills of Nightblade such as Killer's Blade to "Bleed Damage" and unify them. (Incapacitating Strike, Killer's Blade, Ambush, Relentless Focus, Surprise Attack, Power Extraction.)
- Changes and buff the effects of "Consuming Darkness and its morphs" probably the weakest ultimate skill in ESO.
- Need change the duration of the passive ability "Shadow Barrier" of 15-20 seconds.(Do not associate class passive abilities with heavy armor.)
- The idea of Shadow Cloak "While slotted on either bar, you gain Major Buff" is great.
I wish the game creator would give that idea to the "Assassination" and "Siphoning" skills as well.
I think need add "While slotted on either bar, you gain Major Brutality and Sorcery" to Siphoning Strikes.
And remove the "Brutality and Sorcery" from Drain Power and give it buff something better.(For example, it would be great if you could give yourself and all 11 members of your group Minor Courage in Drain Power.)
The second problem is that of red light.
It is discussed in the thread below.
[Grim Focus Permaglow]Grim Focus now makes your weapons permanently glow just for having the ability slotted
The third issue is a stealth destruction bug that many players are exploiting in PvP.
In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug. There are many players exploiting the bug.
Please fix this bug quickly.
[Elemental Susceptibility and Structured Entropy destroy invisible]master_vanargand wrote: »In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug, I tested how this happens.
Below is a video of me testing the bug.
[ESO]"Elemental Susceptibility" and "Structured Entropy" destroy invisible[BUG]
https://youtu.be/GOTjX6kePkQ
[Test]
- Testing "Structured Entropy", destroy invisible.
- Testing "Normal DoT skill", Invisible will be maintained.
- Testing "Elemental Susceptibility", destroy invisible.
- Testing "Overcharged of Status effect ", Invisible will be maintained.
The reason people use Soul Harvest isn't for damage, it's for the passive Ult gain on kill.
I just did the Halls of Fabrication and the bosses had phases where they summoned a lot of ads, often times becoming invulnerable at the same time.
I would like its duration increased though, it feels like I can only get 5 attacks out in the window it provides. I'd like to do twice that.
I like the rename of magicka flood to power flood since it does both, but the second part is worded weirdly. Try "While siphoning skills are slotted on either bar." Wait, it only does Magicka. Why are you saying "since it does both?" It doesn't. It's only Magicka. That's why it's Magicka flood. The reason it's only Magicka and not stamina is because there aren't really any siphoning skills that use stamina. They are all magicka based, at least as base form. Most don't have stamina morphs either. Only Power Extraction. Everything else is Magicka and magic damages.
Again, It would be "While (skillset) slotted on either bar" not "While slotted (skillset) on either bar." Also, if the skill does get changed to do that, they will need to apply a limiter to prevent getting the bonus from the same skill twice, that way they can't stack both bars with assassination for penetration or siphoning for insane healing done. As is now, you can get 18% more healing done by having ALL siphoning abilities slotted. If that were to do either bar and did the same skill twice, they would then be able to stack 36%, which would be broken. By having the limiter, they could have some on one bar and some on another and not double dip the same skill, such as having the ult on both bars, I know some people who do that.
Pressure Points: yes. The other skills are 3%, should do the same there.
Dark Veil Change: They can't do that. If they buff it, it will make some skills (like Dark Cloak) OP. I also don't see how they'd nerf it but they might try if they apply your request.
Though I would love that, they always decrease damage dealt in proportion to how many targets it can hit. Therefore I must decline to maintain single DPS. Plus, It's already easy enough to spam it and cast it upon every target around.
Now, if they instead cause its cost to increase per extra target hit, that would be nice. One multicast burst in one cast. That would be fun. It would be the same as casting upon each target in cost, but swifter that actually having to target every single one of them.
Since I am a Mage, it's easy enough for me to regain magicka.
Killer's Blade is a 1v1 assassination execute ability.
I'm saddened it no longer does its execute on an unaware target from stealth, but people were probably using it to instakill too many players.
Ok, bad for PvP, but there's a simpler solution. Instead of outright removing the effect, just label players as always aware, then it wouldn't proc on them. That way we could still assassinate NPCs with it. Or at least take a good chunk of their health and stun them.
Nightblades don't get any benefits to bleed. Or any specific Martial damage for that matter. There's no reason to change how it works.
The change to Consuming Darkness should be flat stacking percentile damage reduction that stacks with both protections.
People can already get Major Protection from Flare, and most PvPers run that. Therefore they get no defense bonus from the Ult, which is its main use. That and granting allies a synergy. Its snare may be powerful, but you can never hit any players with it. Even NPCs are hardly affected by it. Not until you morph it into Veil of Blades anyways. Even then, its DPS is pathetic. Deals less than Arrow Volley.
It's in the tank tree. It has always been associated with heavy armor. The 6 seconds without heavy armor works just fine for me. I am always spamming Shadowy Disguise or Dark Cloak or Concealed Weapon. Even at the 5 seconds of healing from Dark Cloak, the 6 seconds of the passive works just fine. No reason to change it. They will end up nerfing the tanks in the process by shortening the max duration of it.
I would love to give my group members the buffs when I hit a target with Sap Essence. I use Sap not Power. I am mage and I like the healing it provides. Better than Strife and its morphs and can be used to heal outside of combat.
If anyone wants to change how it heals, then here's my alternative:
No more damage, more healing, increase heal based on number of targets affected, and grant buffs.
Although I do like its AoE damage. Has aided me in several death case scenarios and allowed me to survive through its healing and AoE damage.
The red light does get annoying, but how else would players know you are using Grim Focus?
Stealth is still there in PvE, but yes it is totally dead in PvP. Those Detection Potions are OP. Overpowered. They NEEEED to be nerfed. Change its increase of effectiveness from straight radius to split to duration. Instead of topping 43.5m for 17 seconds, make it top 20m for 30s. Or just straight nerf it to top 20m for current duration. It needs a nerf.
As for the DoT skills breaking stealth, kill the damage feedback when affected target is stealthed. That way they may still be doing damage, but the cloaker can escape. If they can't escape from someone who isn't using a revealing ability, then something is wrong with the game and needs to be fixed.
Perhaps the damage feed would divert to the side of a person's screen instead of on the stealthed target's location. Then they would still see they are doing damage and would still be rightfully clueless as to the target's location.