OMG TY TY TY FOR:
- Thundering Presence (Lightning Form morph): This ability is now a Stamina morph. STAM SORCZ?
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
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- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
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I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
-
I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.
I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
-
I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.
I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?
Well it's a defensive mechanism that does no damage on its own, so I don't see why it needs a counter. I don't necessarily agree with the approaches they took with BE and Dodge roll. Cloak maybe should cost a little more magicka but there's no need to go all BE on it. There's actually a very good thread about this in the PvP Combat forum. Basically what you would be doing is making my class unplayable by making the cost increase.
ZOS_GinaBruno wrote: »
They still need to do something about camo hunter tho. Just saying
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
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I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.
I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?
Well there you go then, detect pots will still work. You all can take your paws off my Shadow Cloak now pls thank you.
Here is the link to that BE thread. I don't want to derail the discussion here, but basically most people seem to agree, nightblades shouldn't be caught if we don't want to be caught. It's kind of our thing.
http://forums.elderscrollsonline.com/en/discussion/192408/bolt-escape-and-cloak-should-have-the-same-treatment/p1
The patch hasn't even been on the PTS for more than a day, so I think calling for cloak nerfs already is a bit premature. Keep in mind the changes to battle spirit will make it a lot harder for NB's to assassinate people from cloak, so it may turn out that a nerf is completely unnecessary.
The patch hasn't even been on the PTS for more than a day, so I think calling for cloak nerfs already is a bit premature. Keep in mind the changes to battle spirit will make it a lot harder for NB's to assassinate people from cloak, so it may turn out that a nerf is completely unnecessary.
TTK is not the issue with cloak, which just goes to show how absolutely clueless you are.
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
-
I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.
I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?
Rune_Relic wrote: »- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
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I don't see what the problem with that is. We must be able to do that to play as an assassin effectively. Perma-cloak is already a thing anyway. We're supposed to be able to get away from fights better than other classes.
I understand where you're coming from. However every other escape, ie BE and dodge rolling now have a stacking mechanisms that makes you manage your use of it. It makes you think twice. Also, dodge rolling has hard CC's as a counter and bolt escape has gap closers. What counter does permacloak have left? Run around aoeing the air?
Detect potions and mage light ?
My main issue with cloak is it has too many uses.
You're immediately invisible.
You drop combat.
You're untargetable.
You cleanse dots off.
And if I'm not mistaken it works in conjecture with nb passive that increases weapon damage and damage from stealth, making it lethal.
As a DK If I wanted to do these things, it would take me crouching, breaking line of sight, purge, and structured entropy. Or something similar. I'm not saying that dks should be the same as NB's at all. Each should have their strengths and weaknesses in relation to one another. I'm just saying one ability should not be able to be an I win button. And as a way to disengage from combat, it really should have some function that cost stacks ect.
Mano I'm done talking to you if you're going to be a rude child. Jules and everyone else we can have an intelligent discussion where disagreement is allowed.My main issue with cloak is it has too many uses.
You're immediately invisible.
You drop combat.
You're untargetable.
You cleanse dots off.
And if I'm not mistaken it works in conjecture with nb passive that increases weapon damage and damage from stealth, making it lethal.
As a DK If I wanted to do these things, it would take me crouching, breaking line of sight, purge, and structured entropy. Or something similar. I'm not saying that dks should be the same as NB's at all. Each should have their strengths and weaknesses in relation to one another. I'm just saying one ability should not be able to be an I win button. And as a way to disengage from combat, it really should have some function that cost stacks ect.
It increases spell damage as well when it's up. There is also the Shadow Barrier passive which increases armor by about 5000. Also when combined with Concealed Weapon there is the 25% movement increase. I use that little gift to harvest nodes. Also works with scroll runs too. Problem though is you have to wear light armor for any of those things to work for you consistently. Basically, you can't get hit or stuck in a fight, and if you do, you're screwed.
It's not an I win button though. Roll a magicka nightblade and you'll see, trust me. It is really hard to use it correctly.
OMG TY TY TY FOR:
- Continuous Attack (passive): This passive now grants Spell Damage in addition to Weapon Damage.
- Apprentice: This Mundus Stone now grants Spell Power instead of Spell Penetration.
- Serpent: This Mundus Stone now increases your stamina regeneration instead of health regeneration.
- The Nirnhoned trait now increases Spell Resistance on the piece of armor it’s attached to, rather than increasing your total Spell Resistance.
WORTHY OF DISCUSSION:
- You will no longer regenerate stamina while blocking.(Magicka DK)
- The abilities Molten Whip and Veiled Strike can now be avoided by roll dodging (QQ)
- Vigor: Relocated this ability to Rank 5 in the Assault tree, from Rank 10. (Debatable, but. Probably a negative thing imo. Deincentivizes having a higher rank all together. & think nerfs to vigor are inc)
- Shadow Cloak: You can no longer be hit by single target attacks while this ability is active.(but no cooldown/cast time? Leaves NB's able to completely disengage from combat more easily than other classes)
- Thundering Presence (Lightning Form morph): This ability is now a Stamina morph.(STAM SORCZ?)
- Magicka Detonation: This ability now adds bonus damage for the amount of targets hit by it with 5% per target, up to a maximum of 25%. (Interesting change, worthwhile to small man/solo builds. Curious as to whether it's instant cast or not)
- Proximity Detonation (Magicka Detonation morph): This ability is now an instant cast. We also increased the detonation time to 8 seconds, and reduced the damage by 28% to compensate.(Just whoa. Instant cast?? GG. Even w dmg nerf)
- Removed Stamina Regeneration from Lycanthropy (Goodbye werewolves)
- Vampires: reduced the fire damage you receive to 25% from 40%. (Awesome for me. But debatably OP. Very few negatives to being vamp except dawnbreaker atm. )
- Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time. (Could this actually be good? Wtf?)
- Hidden Blade: This ability now grants the Major Brutality buff. We also slightly decreased the base damage. ( sigh @ second weapon ability that gives major brutality/ no weapon ability that gives major sorcery.)
BUFFS TO RACES:
- High Elf (Spellcharge): Increased the Magicka regeneration from this passive to 4/8/12% from 3/6/9%. (Probably didn't really need a buff)
- Khajiit: Stamina regeneration by 3/6/10%. Carnage: Increased the Critical Strike bonus to 2/5/8% from 2/4/6%. (Gives khajiits their desperately needed stam regen. Possibly new top stam build dog)
- Orc (Swift): Renamed this passive to Swift Warrior. Swift Warrior will no longer increase Charge attacks, but will instead increase all Melee Weapon attack damage by 2/3/4%. (definitely a nice buff to Orc. Way more useful than that crappy charge dmg)
- Enchants: Increased Spell and Weapon Power, with the value varying with each level. The increase is approximately 100% at VR14.
- Decreased Health, Magicka, and Stamina enchantments at lower levels. At VR14, these items now provide about 4% more
- Reduced the Weapon Power and Spell Power bonuses on 2-4 piece item sets to bring them more in line with the other item set bonuses. (Sad face)
Probably/definitely forgot things. But let's discuss!
•Trap Beast: •This ability now grants the Minor Force buff which increases Critical Damage by 12%.
•Reduced the arming time to 1.5 seconds from 3 seconds.
•Increased the ability’s duration to 60 seconds from 30 seconds.
Igneous Weapons + channeling shock staff along with Blockade of Elements having an 8s duration for its elemental effects.... hmmmmmmmmmmmm. Hrrrrmmm.•Tri Focus (passive): •The Lightning Staff bonus attack now hits up to 6 targets instead of 2 targets.
•Heavy Frost attacks now grant a damage shield for 4/8% of your maximum health.
•Heavy Shock attacks now deal 50/100% of the final pulse damage to nearby enemies with a maximum of 6 targets, using a radius falloff.
•Reduced the heavy attack bonus from heavy fire attacks to 12% from 15%.