Not, this spelling means "ALL Nbs", not "some Nbs", not "Few NBS", not "me and that guy NBs"ShedsHisTail wrote: »Yup... See, mine was a plurality, meaning more than one Nightblade is asking for fixes.
Not, this spelling means "ALL Nbs", not "some Nbs", not "Few NBS", not "me and that guy NBs"ShedsHisTail wrote: »Yup... See, mine was a plurality, meaning more than one Nightblade is asking for fixes.
"Nightblades" means only "all of them".
Really nice writeup ... I really wish they would fix stuff and allow things to settle before the nerf bat swings on any class.ferzalrwb17_ESO wrote: »You make decent points about NBs asking for buffs (not the other-class nerfs bit - there isn't much of that in this thread). We have tended to look for buffs to make the class more competitive as a stamina build but I think that's not really a class issue. We should get fixes to the NB and they should buff mundane weapons for ALL classes rather than, necessarily, nerf staffs/light armour.
There should be no further nerfs in the game at this point now that DKs have been balanced more (they intend to nerf them more which is wrong IMO) and Bolt-Escape has been fixed. Sorcerers have some awesome improvements coming to the class which are exciting, IMO, to make up for BE but DKs don't really have anything to look forward to but nerfs. That's not great. Templars have nothing at all. NB's.. not sure. So far I see nothing that affects me. I'm not nerfed or buffed by anything here really. And none of the fixes do anything for me. Some of the changes will have some positive/negative changes for some builds but nothing particularly interesting.
Step 1: Fix it (fix Dark Cloak for the love of...).
Step 2: Buff/adjust mundane weapons for ALL classes
Step 3: Relax and see how it pans out and fix the rest of the game...
NB caster has high DPS. For those who says NB sucks at DPS you are wrong. NB sucks at melee(and especially Bow) DPS but I have seen guys who sustain 600 DPS as melee NB dual wield on both bar.http://youtube.com/watch?v=l2h_c4pB8f8
I love my NB and I dominate with her - even in Craglorn, even at vr7 andyelloweyedemon wrote: »
Funny because when I jump people on my NB they are dead before they shout for help
So why not back up that statement with a build spec? :disagree:
I want my skills to work and be competative using weapons in a 1v1 when I have the initiative.ShedsHisTail wrote: »ShedsHisTail wrote: »Fixes.
Nightblades are asking for fixes; not buffs.ShedsHisTail wrote: »Careful with the generalities there, bro.
Really?
Yup... See, mine was a plurality, meaning more than one Nightblade is asking for fixes.
Yours was a generality meaning all Nightblades are asking for buffs.
It's the word "all." Avoid it.
The problem is single target dps and you were getting there 300-400 for 3 packs fight (even starting with sneak), that is not a good dps. In that boss fight, you've got 350+-. A caster would get 580-700 or maybe more according to equips/potions, but I would say 6xx high.
So, I think our parameter for high dps is different.
The problem is single target dps and you were getting there 300-400 for 3 packs fight (even starting with sneak), that is not a good dps. In that boss fight, you've got 350+-. A caster would get 580-700 or maybe more according to equips/potions, but I would say 6xx high.
So, I think our parameter for high dps is different.
CLS shows wrong numbers.
Recount usually shows 2 times more
Maybe the game is designed that class skills (Magicka) are your main source of whatever it is you are doing and weapon skills are support?
ShedsHisTail wrote: »Copied from Another Thread:
I think I speak for many who prefer the Nightblade class when I say we appreciate the special attention and your willingness to let us in on you and the Dev Team's future plans for the class.
I think I also speak for many Nightblades when I say that these fixes should be given special priority.
Your game has four classes, each loosely based on the standard RPG archetypes; Fighter (DK), Mage (Sorc), Rogue (NB), and Healer (Temp). One of those four is broken. Not imbalanced and in need of nerfs or buffs; broken. Now, assuming there's a pretty even distribution of character populations, that's a full 25% of characters with basic functions which do not work.
That's a very different issue than characters whose abilities might be a over-/under-powered. At least those work.
Now, back to the issue of Archetypes.
One of the arguments regularly encountered by people asking for Nightblade fixes is that "Nightblades are fine, just use X build." where X build is something rather far outside the archetypal box. Yes, ESO is a game which allows us to break the mold, and that's awesome; but some of us -want- to play the archetype. Some of us want to sneak around, jumping in and out of shadows with blades flashing in the torchlight. Some of us want hide in the shrubs and pick off targets with our mad archery skills. But unfortunately, those most definitively archetypal builds are unreliable at best, and essentially invalid after about VR2.
It saddens me to know that the issues with this class are so varied and so well known that I'm not longer desired for group play. I sort of expected the variety of character builds to help negate that sort of attitude because your Class would matter less than what you've decided to do with it; but anymore, everyone knows of the Nightblade's issues and, regardless of build, few groups want to be burdened with them.
So, yeah, even though I've been patiently awaiting the lackluster fixes in build 1.1.2 and defending your Dev Team and encouraging patience among the community, the rumor that we may not see any -real- fixes until 1.2 is disappointing. Really disappointing.
Four to Six weeks between major content updates, that's your timeline. That's two to three months since release, for Nightblades, until basic functionality is granted to their class. That's like buying a car and then having the dealer tell you it'll be 90 days before you can have tires. The A/C works, the stereo works, heck, the power windows work, but you aren't going anywhere.
It's unacceptable.
This issue needs special attention and it needs to come well before 1.2.
Sincerely,
Sheds-His-Tail
Coward
ThisYour game has four classes, each loosely based on the standard RPG archetypes; Fighter (DK), Mage (Sorc), Rogue (NB), and Healer (Temp).
deepseamk20b14_ESO wrote: »glad to see some fixes coming. I DO HOWEVER wish you would remove the bleed from lotus fan seeing that is is useless, and just increase the overall damage of the skill. It is so weak it is not even funny. NB needs some AoE, this would be a GREAT start.
deepseamk20b14_ESO wrote: »glad to see some fixes coming. I DO HOWEVER wish you would remove the bleed from lotus fan seeing that is is useless, and just increase the overall damage of the skill. It is so weak it is not even funny. NB needs some AoE, this would be a GREAT start.
To everyone else complaining about NB and it's "arch-type". I think you may be playing the game wrong, because I routinely go between burst DPS matching that of most DK's and sorc (obviously single target since these two classes DO have better AoE), I tank vet dungeons on a regular basis, and I even act as secondary healer. Sure there are some broken skills and skills that need a buff or two to make them more attractive, but saying the class is just useless means you are a scrub who needs to just learn how to play his/her class or you need to stop pugging it. Simple as that.
O, and for real?! saying you will quite NB if they don't buff medium armor and dual wield......I cannot stress how ridiculous this statement is.....first off, ALL classes can use MA and DW, it's not a dual NB specific thing. My god where do these people come from?
I have seen a DK with 1350 ST DPS at trials, sorcs get just over 1k. So still not comperable but every class works different maybe we didn't figured out that effective rotation yet.
Don't get me wrong, it is really nice video. However, you could try to reproduce that in pve, pick any dungeon boss, just to see the difference (without alliance/group buffs). Would it be around 650-750 (in vr12 gear)? How do you compare that to dks and sorcs?
ZOS_JessicaFolsom wrote: »We're working on improvements and fixes to sneak that should help. The issue where your own DoTs break you out of stealth is not intended. There is also an issue with Evasion breaking prematurely. The Evasion bug is being fixed in 1.2.0 fixed in v.1.2.0, which is on the PTS right now. The DoT bug is one we're still working on, and will be fixed as soon as possible.
Here you can be everyone you want at every class - all you need is change your gear and sometimes tune your skills.[/b]
ThisYour game has four classes, each loosely based on the standard RPG archetypes; Fighter (DK), Mage (Sorc), Rogue (NB), and Healer (Temp).
This is completely wrong! And that's why all moaners have their "problems" - stereotypic mind.
This came from WOWers but this is not about TESO!
Here you can be everyone you want at every class - all you need is change your gear and sometimes tune your skills.
ZOS_JessicaFolsom wrote: »We're working on improvements and fixes to sneak that should help. The issue where your own DoTs break you out of stealth is not intended. There is also an issue with Evasion breaking prematurely. The Evasion bug is being fixed in 1.2.0 fixed in v.1.2.0, which is on the PTS right now. The DoT bug is one we're still working on, and will be fixed as soon as possible.
Your own DoTs are not the only thing that break you out of stealth. For example, whenever I am fighting a NPC that dual wields, and they use the sparks or w/e the debuff is that gives me a 15% chance to miss, that debuff does not do any damage, but causes me to break out of invisibility when I use Shadowy Disguise after a half second. So with the debuff on me, I can spam through my magicka bar until it is dry and not go invisible for long enough to avoid a single hit.
There are several other issues with the Shadowy Disguise and its counterpart morph, in PvP for example. If I am in melee range, players just have to swing in my general direction or AoE or whatever, and it knocks us out of invisibility. This ability is the only thing close to a "OH SH**!" button that night blades have sole access to. Templars and Sorcerers have a 30% damage shield they can throw up that lasts for 8 seconds I believe, and Dragon Knights have a 30% heal. Those are huge sources of relief when they are about to die. Night Blades get a 2.5 (2.9 with passives) second invisibility that can be prematurely ended.
My suggestion, make the invisibility last for the full 2.9 seconds unless another ability is triggered. Not saying make us immune to the damage of DoTs or AoE or anything overpowered. I am saying that for the whopping 420 magicka we have to spend each time we cast that, we should stay invisible for the full 2.9 seconds unless we cast another ability. Make it so the only thing that can negate that invisibly is another Night Blade with Piercing Mark.
Mentioning the Marks, be it Mark Target, Piercing Mark, or Reaper's Mark...this ability should only be visible to the caster, not the target or anyone else. Nothing throws up a bigger flag of "YOU ARE ABOUT TO BE ASSASSINATED" than a huge black and red beam of death sprouting from your feet. Every time I try and mark someone to kill them, first thing they do is sit there and hold down block. Making any surprise attack I may try useless. The only real use I get out of this ability is against NPCs or from ranged during mass PvP battles when people are too busy dodging siege to notice the mark.
One last stone I would like to throw before I stop ranting. Siphoning Strikes/Attacks and Leeching Strikes. There was a note about fixing the tool tip on Siphoning Attacks, that is good and all, but that was not what the entire thread that was responded to was complaining about. The complaint is that Leeching strikes only restores 2.4% per attack instead of the 4% that is advertised. Another more personal issue I have with that entire ability and it's morphs is that it is based on attack, vs rate. What I mean, is that anyone that does anything other than dual wield with this ability is gimped. Someone that is dual wield with daggers can probably get 3 hits off in 2 seconds, while some one that is using a two handed weapon is only getting off maybe 2 hits in that same 2 seconds.
Instead of basic attacks restoring 4% Magicka/Stamina every strike, it should increase Magicka/Stamina regeneration by 100% or whatever for 3 seconds (I am guessing 100% because at VR10, and no magicka points, I have 1200 or so magicka. With dual wield at 3 strikes every 2 seconds that is 12% of my base magicka, or roughly 140 magicka regeneration every 2 seconds. My magicka regeneration is 84 with 3 set warlock, so doubling that would actually be a nerf for dual wield, but an increase for two handed). For part two of the ability, instead of 10% chance on light/heavy attacks to restore 15% Magicka/Stamina, it should be once very X seconds light/heavy attacks restore 15% Magicka/Stamina. Tweak the X seconds as required to make the ability balanced. Then Siphoning Attacks morph, adds all attacks to the regeneration and restoration proc. Leeching Strikes morph, adds health regeneration (it should also had health restoration to the once every X seconds but currently does not). That would make the ability useful to fast attackers, and slower two handed attackers, not to mention the morph choices a harder choice to make.
My 2 cents. Sorry for the ranting wall of text.