Some fun numbers to consider.
Using UESP's build editor, my NB build with 42,454 HP has the following values.
Dark Cloak: Cost 3616 mag, heals for 2762/sec for 5 seconds for 13,810 total. 20,715 with the 1.5x buff.
Vigor: Cost 2924 stam, heals for 21864 over 5 seconds (4,373/sec).
Healthy Offering: Cost 3108 mag, heals for 14,583 (we'll ignore the ~3k HP drain).
Coagulating Blood: Costs 3869 mag, heals for 11,841 up to 17,761
Green Dragon Blood: 3869 mag, 40% of missing hp + 1656/sec for 5 seconds. So that's 8,280 for the base HoT, and at 42,454 HP I have 21,227 HP if I'm at 50% health, adding an extra 8,491. 16,771 healing total if cast at 50% HP.
Hungry Scythe: 2600 mag, deals damage, 8,285 healing base and 2760 per additional enemy, then 3,423 HP every 2 sec for 10 seconds. That's about 17k from the HoT and 25k total.
Hardened Ward: 19,433 damage absorbed. Also honorable mention, on the same build the twilight heals for 14,209 on one target.
Polar Wind: 16,050 HP base and 4,420 every 2 sec for 10 sec. That's 22,100 healing from the HoT and 38k healing total.
Restoring Focus (since it restores stam and increases healing): 1,337 per seond, 2,674 every two seconds, 13,370 over 10 seconds and 26k over the full duration of 20 seconds. This is an interesting one since it's the closest in function to Dark Cloak (HoTs and armor buff), but on a class with different design as NB is designed around any Shadow skill givin the armor buff. Still, worth a mention.
Of course, these numbers can vary depending on buffs and whatnot.
Rapid Regeneration: 14,208 over 5 seconds. 2347 mag.
Now, Dark Cloak on PTS is getting a reduction from 5 seconds to 3 seconds to no longer benefit from the duration increase passive. This is a 40% duration reduction and would reduce the healng from:
2762/sec for 5 seconds for 13,810 total. 20,715 with the 1.5x buff.
To...
2762/sec for 3 seconds for 8,286 total. 12,429 with the 1.5x buff.
Do note that this is on a UESP build editor setup meant as a generalist - I use it on my NB to tank a lil, do PvP, open world, etc. It is much more invested into offense than a typical tank build would. However, I think the numbers between health based skills would consistently compare to each other. I just included Vigor and Rapid Regeneration as points of comparison, as they show how the skill measures up against the numbers you get with even comparatively moderate amounts of investment into stats like weapon/spell damage.
In short, Dark Cloak is currently one of the weakest health based heals for tanks (I think Green Dragon Blood could also use some love) and it's going to be even worse than Green Dragon Blood if the duration is reduced. Objectively the worst, beating the GDB heal by 6 HP if at max health and losing at all other times.
It currently costs more and does less than the other options and it's getting nerfed to do even less. It's also a pure HoT with no burst heal component, but still loses out to skills that have both a burst heal and HoT component.
It could be changed to heal for 5k, 4k, and 3k on the first, second and third ticks of the HoT for a total of 12k while moving and 18k stationary and it would still be bad.
Ideally, I would like to see the skill be a psuedo-burst+HoT - sort of a halfway point between Green Dragon Blood and Polar Wind. Give it a 10 second duration or something, then make the first tick heal for 7k, then 5k, then 3k, 3k, 3k, etc. This would make it feasible - but expensive and not optimized - to use as a burst heal but make it much stronger over time. It would give it a unique place in the assortment of health-scaling based tank skills.
Also, please stop trying to add additional requirements for the 1.5x buff. It's making the skill really clunky and unpleasant/unfun to use. None of the other skills. At 7k, 5k, 3k, 3k, 3k, 3k, 3k, 3k, 3k, 3k, (1 tick of 7k hp, one tick of 5k, and 7 ticks of 3k) would put it at 33k HP total and *still* be behind Polar Winds.
There are plenty of ways to make it more unique without enforcing clunky mechanics, like being stationary or blocking (which, unlike every other option, limits the builds that can use it, since for example high HP wardens can still use Polar Winds in pvp but don't have to block to get good value from the skill).
Each HoT tick could require taking damage to be empowered. The last tick could be the strongest, to disincentivise spamming it as a burst heal. It could be a skill that can be held down and channeled, even while blocking, for increasing amounts of HP and then have a HoT after release (please don't do this one I'm just spitballing here).
TLDR: Dark Cloak is currently numerically inferior the vast majority of the time to every other option and the nerf will make it worse. At the very least it needs its healing heavily buffed, and ideally would also get some unique interactions that don't require blocking so the skill can be used by high health builds that don't also block heavily.
Edit: Disclaimer. Generated all this with the UESP build editor as I don't have every single tank line available on a single character. Build is Umbral Edge backbar, soulcleaver front bar, bloodspawn, markyn mythic, 2 spell dmg glyphs and 1 mag cost reduction, stats are about 43k HP, 25k mag, 23k stam, yaddayadda. Not a pure tank build, but not super hard into DPS either, so I wanted to show that even Vigor clearly outperforms Dark Cloak in this scenario, but is definitely closer on a full tank build without as much weapon/spell damage stats.
tsaescishoeshiner wrote: »Being able to move seemed like a big buff to me. At least when I tank, I spend more time blocking and moving than I do standing completely still. It depends on the encounter/boss/adds. Still, I think they could come up with a better rework to make it stand up to other health-based heals.
Would making Dark Cloak a toggle like Invis cloak with constant mag drain be better in this case? Assuming the 150% part would go into the base value and drop the bracing/not moving requirement.
Not sure how to not make it abusable in pvp tho.
madmufffin wrote: »Was this skill ever even a problem? I don't NB tank often, but when I do I rarely feel that it is overwhelming in any capacity, especially since you had to stand still with it active.
If it's intended to be Nightblades version of a self heal, and they want to separate it's effectiveness in PvE vs PVP, they need to make the condition to simply have a taunt active on a monster.
If it's intended to be Nightblades version of a self heal, and they want to separate it's effectiveness in PvE vs PVP, they need to make the condition to simply have a taunt active on a monster.
Dark Cloak was last changed in 2022, and that was when it gained the movement penalty. This was done as a way to give it some power for PvE tanking without giving it too much power in PvP.
In light of that, I made that exact same suggestion as an alternative way to differentiate between PvE and PvP. The response that I received was that skills like Puncture are used in PvP because they have powerful debuff / buff potential, and when I asked about checking for taunted NPC vs. taunted player, the response was that it would be expensive for the server to check for that kind of thing.
My best guess is that, for this PTS cycle, they decided that instead of checking for movement, it would be better to check for block, since it means that you're actively giving up offensive capability for the heal. And I suspect that ZOS decided that this change was enough of a buff to the skill that it was necessary to extract a penalty in order to not have this change be too strong of a buff, hence the duration reduction.
I think the main point of contention here is whether or not this change is enough of a buff to the skill (as I argued in my earlier post, I believe that it is largely a wash) to warrant the duration reduction.
There are many dungeon and trial mechanics that already check for an active taunt. That's why the player with the active taunt never gets flare on Yolnahkriin, Soul Split on Zelvraak, Deluge on Taleria, etc. The coding is there. They just need to apply it to the skill.
SkaraMinoc wrote: »3 second duration is way too short to justify the cost.
Dark Veil is just a horrible passive and needs to be replaced anyway, with all the necessary adjustments to timers.
ArctosCethlenn wrote: »This'd be a good time to reintroduce a minor purge on disguise and dark cloak, honestly. Shadowy Disguise removes one debuff every 3 seconds while toggled, dark cloak removes three on cast, something like that?