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(PvE) Nightblade Stamina Feedback

nordickittyhawk
nordickittyhawk
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Stamina Nightblade 'PvE' Skills Feedback

As someone who likes to theory craft stamblades in pve to the point were i can get dps above 30k. This dlc makes me uneasy.
The reason why this makes me uneasy is because we still require changes to keep out dps on par with magic dps and now its looking impossible as of right now.

I will do list changes for skills (morphs dedicated to stamina mostly) that need to be buffed or changed for nightblades.
assassination
  • Soul harvest (Death stroke)
    This ultimate is what makes nightblades the burst damage class that they are. Thou this ultimate would benfit PvE more if the dmg was 'Physical'. As it is melee ranged and is used mostly by stam blades ( I know there are magic ones who use this too but... meh)
  • Killersblade (Assasins blade)
    Ok @ZOS_GinaBruno we have been asking for this since 1.6 launch. for the love of akitosh make it pysical dmg... its so weak compared to the magic one and you even nerfed it with the moving of magic dmg from thamutage in the Champion tree. PLEASE... we have been asking for this for so long.
  • Relentless Focus (Grim focus). Im not saying that this should change at all... just the proc would be nice if it was poison or physical dmg?. No magic players use this morph and no stamina players use the proc due to it being so weak for us. Just nit picking but.... i dunno that proc button mocks me.

Master exectutioner (Passive) "restores 1800 magic when you kill a target with assasination skill". Ok this goes back to 'Killers blade', this should also return stamina OR give stamina regen as you are spamming it like crazy and using stamina to kill a target.

Shadow

I have 0 problems.

Siphoning
  • Debilitate (Cripple morph) I actually dont know of anyone who uses this morph or that will use it with the recent (buff? i dont know what it is). This is a perfect way to give nightblades a dot with poison dmg scaled of stamina. We are assasins why do we not have poison dots?... it would work so well with the bow as well.
  • Siphoning attacks (siphoning strikes) Right... the recent change to this skill that made it stop ticking off dots is THE WORST CHANGE you have ever done. Who complained about this? or said it should be nerfed? or buffed? no one... it was perfect skill for both raids, malestrom and was the only way to make a nightblade tank. This skill should go back to way it was for so many reasons. (Zenimax if you dont like to nerf stuff then why do you keep touching skills that no one talks about but what makes a class so diffrent from others?) Not to mention you really gimped magic users too with that.
  • Power Extraction (Drain power) This skill needs to change its so weak and buff doesnt last long enough. The other morph heals as you dps but stamina does what? ... nothing. maybe add a small dot to it so some how feels unique or balances out to steel tornado?

I understand if players will complain saying "well this is op" but to behonest... the balance between magic and stamina due to range and dots and how bosses work and espically on the new trial which is heavily based on range on all 3 bosses.
Give your own feed back on what you think stam nightblades need for 'PVE' in order to stay close to high dps to range and magic.

@Gilliamtherogue (couldnt help it. im tired and couldnt rant anymore xD )
  • Helluin
    Helluin
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    Nice idea for Cripple.
    I was playing my hybrid build before 1.6 with this one + Impale + bow. :)

    Don't forget that Power Extraction deals magic damage, so it could be changed into poison as well.
    "... and the blue fire of Helluin flickered in the mists above the borders of the world, in that hour the Children of the Earth awoke, the Firstborn of Ilúvatar."
  • nordickittyhawk
    nordickittyhawk
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    Helluin wrote: »
    Nice idea for Cripple.
    I was playing my hybrid build before 1.6 with this one + Impale + bow. :)

    Don't forget that Power Extraction deals magic damage, so it could be changed into poison as well.

    @Helluin ohhh yeah it does... forgot about that DAMN IT ZENI! THAT TOO
  • JaceSB
    JaceSB
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    This is good feedback, I support you on this one. There should be a balance for the skills where you can choose two morphs like now. But one should be stam based and the other should be magicka based, and what I mean by this is that one morph should be magic damage and the other should be physical, because the way we are capped on CP we are not able to put points into multiple trees without our dps being gimped. So having one morph do physical instead of both doing magic makes a ton more sense. Even if it requires the effect from the morphed skill to be changed just make it physical like honestly. And turning Debilitate into a poison or even physical based stamina dot would be insanely good to balance things out, because currently, if im not mistaken, stamblades have no class dots whatsoever which, in my opinion, is just ridiculous.
  • nordickittyhawk
    nordickittyhawk
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    JaceSB wrote: »
    This is good feedback, I support you on this one. There should be a balance for the skills where you can choose two morphs like now. But one should be stam based and the other should be magicka based, and what I mean by this is that one morph should be magic damage and the other should be physical, because the way we are capped on CP we are not able to put points into multiple trees without our dps being gimped. So having one morph do physical instead of both doing magic makes a ton more sense. Even if it requires the effect from the morphed skill to be changed just make it physical like honestly. And turning Debilitate into a poison or even physical based stamina dot would be insanely good to balance things out, because currently, if im not mistaken, stamblades have no class dots whatsoever which, in my opinion, is just ridiculous.

    @JaceSB see even my fav sorc agrees. A SORC
  • code65536
    code65536
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    With poison now lumped with physical in CP, I think Relentless Focus (the stamina-focused morph of Grim Focus) should fire a poison arrow (lore-consistent with the archetype of an assassin class) and the stamina-focused morph of the execute should be a poisoned blade (again, lore consistency).

    Merciless Resolve and Impale (the morphs used almost exclusively by magicka nightblades) should retain their current magic damage.
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  • nordickittyhawk
    nordickittyhawk
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    code65536 wrote: »
    With poison now lumped with physical in CP, I think Relentless Focus (the stamina-focused morph of Grim Focus) should fire a poison arrow (lore-consistent with the archetype of an assassin class) and the stamina-focused morph of the execute should be a poisoned blade (again, lore consistency).

    Merciless Resolve and Impale (the morphs used almost exclusively by magicka nightblades) should retain their current magic damage.

    @code65536 couldnt agree more :)
  • Gilliamtherogue
    Gilliamtherogue
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    Very valid points, many of them were my initial thoughts when reading the patch notes. My MAIN issue and ultimately the death of the stamina and tank Nightblade is the change to Siphoning Attacks. The change to not proc on DoT effects (it only procced on GROUND BASED DoTs, not ANY DoT...) has totally killed all ability for caster AND stamina nightblade to self sufficiently sustain their resources, and it required active combat to do so. Before things like Caltrops, Wall of Elements, Twisting Path, etc (scorched earth/arrow barrage did NOT) were able to proc Siphoning's 10% chance to give 1944 stamina+magicka. This meant we needed at least 1 target standing inside of our ground based AoEs, and were at the Nine Divines' mercy of whether it procced reliably or not. Without this now we have such little potential to maintain a reliable rotation, especially as stamina.

    It also hurts Nightblade tanks, who were already underdogs with everyone else compared to DK's or Templars. This was their only form to keep up resources, much like stamina had, and now it has almost completely been removed. Now every second we have 2 separate 10% chances to proc it each second against a single target, while before we had 3 10% chances on single target and 10% + per target standing inside a ground based AoE. It wasn't like it was infinite resources, if you spammed improperly or held block too long you'd still run out of resources. It was a small and gradual sum of resources, not a constant flood. Why they ever nerfed this is beyond me. Also I found out that on hit effects such as Camouflaged hunter no longer can proc on these damage sources as well, which was NOT mentioned in the notes.

    Onto the next topic, champion point rework; I was really excited about this because my personal feedback was heard directly from the large post I made to Wrobel, and was about to be complimented. However, as a stamina build I see NO change in PvE in terms of being forced to spread my points between the amount of nodes as I had to before. Before we benefited from; Mighty, Precise Strikes, and Piercing for our physical attacks and crits- Thaumaturge, Elfborn, Spell Erosion, and Elemental Expert for our Magical and Elemental attacks (Scorched Earth/Shooting Star/our Execute, relentless, etc..). Some of our stamina scaling abilities STILL use Spell penetration over Armor pen, and some STILL scale with spell critical damage instead of weapon critical damage. Our kit involves many DoT effects as well as many different damage type and scaling effects. Now Thaumaturge has been clumped with Ele Expert and Thaum now increases DoT damage... Guess who's kit involves 5 DOT effects? That's right- ours. Rending, Scorched, Meteor's linger, Poison Injection, Caltrops... Oh and bleed now that axes work properly. So we still have to spend our points in everything. Caster's on the other hand have NO need STILL of Mighty, Precise, or Piercing, as all of their kit scales how it's supposed to (since this game was developed around casters for whatever reason). Overall stamina and magicka have seen no change in what they needed to spend before, and magicka builds still retain a 3 node less advantage.

    While I'd love to see things like our execute, relentless, and soul harvest be changed to physical, they don't really NEED to. The only things that need to happen is if an ability scales with stamina and weapon damage, then it needs to also scale with Precise and Piercing. Right now Relentless, Shooting Star, and all elemental damage uses Spell Erosion and Elfborn, despite not scaling with those stats in our abilities. And Siphoning Attacks needs to be reverted to how it operated, it was literally perfect how it was.
    Old member of The Order of Mundus, Mostly Harmless, Hostile, and Genesis Elite. Avid theorycrafter. Herald to competitive stamina DPS pre 1.5. How far we've come!

    Have questions? Send me a message on the forums or my other social media. Seeing people learn is my dream and passion.

    Guides and other fun videos at https://youtube.com/c/gilliamtherogue
  • nordickittyhawk
    nordickittyhawk
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    Very valid points, many of them were my initial thoughts when reading the patch notes. My MAIN issue and ultimately the death of the stamina and tank Nightblade is the change to Siphoning Attacks. The change to not proc on DoT effects (it only procced on GROUND BASED DoTs, not ANY DoT...) has totally killed all ability for caster AND stamina nightblade to self sufficiently sustain their resources, and it required active combat to do so. Before things like Caltrops, Wall of Elements, Twisting Path, etc (scorched earth/arrow barrage did NOT) were able to proc Siphoning's 10% chance to give 1944 stamina+magicka. This meant we needed at least 1 target standing inside of our ground based AoEs, and were at the Nine Divines' mercy of whether it procced reliably or not. Without this now we have such little potential to maintain a reliable rotation, especially as stamina.

    It also hurts Nightblade tanks, who were already underdogs with everyone else compared to DK's or Templars. This was their only form to keep up resources, much like stamina had, and now it has almost completely been removed. Now every second we have 2 separate 10% chances to proc it each second against a single target, while before we had 3 10% chances on single target and 10% + per target standing inside a ground based AoE. It wasn't like it was infinite resources, if you spammed improperly or held block too long you'd still run out of resources. It was a small and gradual sum of resources, not a constant flood. Why they ever nerfed this is beyond me. Also I found out that on hit effects such as Camouflaged hunter no longer can proc on these damage sources as well, which was NOT mentioned in the notes.

    Onto the next topic, champion point rework; I was really excited about this because my personal feedback was heard directly from the large post I made to Wrobel, and was about to be complimented. However, as a stamina build I see NO change in PvE in terms of being forced to spread my points between the amount of nodes as I had to before. Before we benefited from; Mighty, Precise Strikes, and Piercing for our physical attacks and crits- Thaumaturge, Elfborn, Spell Erosion, and Elemental Expert for our Magical and Elemental attacks (Scorched Earth/Shooting Star/our Execute, relentless, etc..). Some of our stamina scaling abilities STILL use Spell penetration over Armor pen, and some STILL scale with spell critical damage instead of weapon critical damage. Our kit involves many DoT effects as well as many different damage type and scaling effects. Now Thaumaturge has been clumped with Ele Expert and Thaum now increases DoT damage... Guess who's kit involves 5 DOT effects? That's right- ours. Rending, Scorched, Meteor's linger, Poison Injection, Caltrops... Oh and bleed now that axes work properly. So we still have to spend our points in everything. Caster's on the other hand have NO need STILL of Mighty, Precise, or Piercing, as all of their kit scales how it's supposed to (since this game was developed around casters for whatever reason). Overall stamina and magicka have seen no change in what they needed to spend before, and magicka builds still retain a 3 node less advantage.

    While I'd love to see things like our execute, relentless, and soul harvest be changed to physical, they don't really NEED to. The only things that need to happen is if an ability scales with stamina and weapon damage, then it needs to also scale with Precise and Piercing. Right now Relentless, Shooting Star, and all elemental damage uses Spell Erosion and Elfborn, despite not scaling with those stats in our abilities. And Siphoning Attacks needs to be reverted to how it operated, it was literally perfect how it was.

    Couldnt agree more.
  • nordickittyhawk
    nordickittyhawk
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