IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
Has anyone confirmed if the nightblade passives and race passives are being nil, or are they talking about the world increase in damage from stealth?
Developer Comments:Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.
IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
IcyDeadPeople wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
It's a large bonus to crit damage when attacking from stealth in a spot directly behind the target (outside their field of vision), around 200-300% if I recall correctly.
Not sure exactly why, but it only works with certain attack like flame whip, surprise attack, some weapon abilities like onslaught and wrecking blow. Pretty sure it doesn't work with heavy fire staff.
GreenSoup2HoT wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
It's a large bonus to crit damage when attacking from stealth in a spot directly behind the target (outside their field of vision), around 200-300% if I recall correctly.
Not sure exactly why, but it only works with certain attack like flame whip, surprise attack, some weapon abilities like onslaught and wrecking blow. Pretty sure it doesn't work with heavy fire staff.
The flanking bonus is an actual gear set that just grants extra weapon damage while behind a target.
The set in spoiler.
IcyDeadPeople wrote: »GreenSoup2HoT wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
It's a large bonus to crit damage when attacking from stealth in a spot directly behind the target (outside their field of vision), around 200-300% if I recall correctly.
Not sure exactly why, but it only works with certain attack like flame whip, surprise attack, some weapon abilities like onslaught and wrecking blow. Pretty sure it doesn't work with heavy fire staff.
The flanking bonus is an actual gear set that just grants extra weapon damage while behind a target.
The set in spoiler.
That's an entirely different bonus from wearing the flanking gear.
This flanking sneak attack bonus crit damage does not require any special gear and is open to all classes.
GreenSoup2HoT wrote: »Has anyone confirmed if the nightblade passives and race passives are being nil, or are they talking about the world increase in damage from stealth?
Heres the patchnote for ya. Theres no numbers in the actual patchnote, so what this bonus actually was is still a mystery.Developer Comments:Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.Even though Sneak attacks currently have a lower Critical Damage bonus against players than against monsters, they still allow you to burst another player down in a matter of seconds without granting them enough time to react. Removing the Critical Damage bonus against players grants victims of sneak attacks more counterplay.
GreenSoup2HoT wrote: »Has anyone confirmed if the nightblade passives and race passives are being nil, or are they talking about the world increase in damage from stealth?
Heres the patchnote for ya. Theres no numbers in the actual patchnote, so what this bonus actually was is still a mystery.Developer Comments:Sneak attacks no longer grant a bonus to Critical Damage when used against other players. Sneak attacks will continue to guarantee a Critical Strike and stun the target, and will also still grant a bonus to Critical Damage when used against monsters.Even though Sneak attacks currently have a lower Critical Damage bonus against players than against monsters, they still allow you to burst another player down in a matter of seconds without granting them enough time to react. Removing the Critical Damage bonus against players grants victims of sneak attacks more counterplay.
It still doesnt specify, i have a hard time believeing that they would nerf racial and class passives as it gives an unfair advantage to all other classes in pvp unless.they replace it with something else.
It still doesnt specify, i have a hard time believeing that they would nerf racial and class passives as it gives an unfair advantage to all other classes in pvp unless.they replace it with something else.
GreenSoup2HoT wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
It's a large bonus to crit damage when attacking from stealth in a spot directly behind the target (outside their field of vision), around 200-300% if I recall correctly.
Not sure exactly why, but it only works with certain attack like flame whip, surprise attack, some weapon abilities like onslaught and wrecking blow. Pretty sure it doesn't work with heavy fire staff.
The flanking bonus is an actual gear set that just grants extra weapon damage while behind a target.
The set in spoiler.
That's an entirely different bonus from wearing the flanking gear.
This flanking sneak attack bonus crit damage does not require any special gear and is open to all classes.
This bonus your referring to is the one were talking about in this thread no? The extra crit damage from initial stealth attacks?
IcyDeadPeople wrote: »
But is it all crit damage from stealth attacks or just the extra damage bonus from flanking attacks when you are directly behind the target?
Any bonus to critical damage provided by the bonus to crit damage from stealth will be removed. All crit damage from stealth attacks will suffer accordingly. The extra damage bonus from flanking attacks is not (as of yet) involved.
IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
Additional damage for attacking someone from behind
IcyDeadPeople wrote: »It still doesnt specify, i have a hard time believeing that they would nerf racial and class passives as it gives an unfair advantage to all other classes in pvp unless.they replace it with something else.
I imagine any changes to racial and class passives would have been listed in the patch notes sections for that specific race and class.GreenSoup2HoT wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
It's a large bonus to crit damage when attacking from stealth in a spot directly behind the target (outside their field of vision), around 200-300% if I recall correctly.
Not sure exactly why, but it only works with certain attack like flame whip, surprise attack, some weapon abilities like onslaught and wrecking blow. Pretty sure it doesn't work with heavy fire staff.
The flanking bonus is an actual gear set that just grants extra weapon damage while behind a target.
The set in spoiler.
That's an entirely different bonus from wearing the flanking gear.
This flanking sneak attack bonus crit damage does not require any special gear and is open to all classes.
This bonus your referring to is the one were talking about in this thread no? The extra crit damage from initial stealth attacks?
According to @waitwhat it is a different sneak attack crit damage modifier that is being removed and the change does not remove the sneak flanking attack bonusIcyDeadPeople wrote: »
But is it all crit damage from stealth attacks or just the extra damage bonus from flanking attacks when you are directly behind the target?
Any bonus to critical damage provided by the bonus to crit damage from stealth will be removed. All crit damage from stealth attacks will suffer accordingly. The extra damage bonus from flanking attacks is not (as of yet) involved.
Theoldsalem wrote: »Yea ive did the math and I'll be losing about 7500 on my soul teather from stealth. I love this game but if they nerf crit damage from stealth and nerf the speed while in stealth i will unsubscribe and find another game. Im tired of having to change my playstyle and re gold my gear every patch
GreenSoup2HoT wrote: »IcyDeadPeople wrote: »IcyDeadPeople wrote: »GreenSoup2HoT wrote: »The stealth damage modifier that is being removed is a nerf to an invisible mechanic nobody really knew about. There were a ton of rumours to what this mechanic really was. It amplified the initial strike from being in stealth by a significant margin. Some say 10% others say 50%.... all we know it was a boost of some sort. Some people also say for a duration of 0.5 seconds after striking, others say only for 1 source of damage. This bonus is more apparent on PvE monsters. Thats why you see 100k wrecking blow's from stealth and things like that.
This bonus is honestly negligible. It will hurt the players that spec'd more so into the "1shot" type of gameplay with heavy attacks/wrecking blow/onslaught/snipe. Any ganker who uses "combo's"... for example, heavy att>incap>light att>execute... will hardly even notice the damage loss. It will still be a loss on your initial hit but from a ganking perspective, you should not be killing someone in "1 hit" which was the issue. Using a full combo rotation executed perfectly while your opponent is to slow to break free is what ganking is about. Its about opportunity and all that... not really going to get into what ganking is because its not a favoured playstyle in any community in any game.
Interesting, and good point. I think the 100k wrecking blows and crazy onslaught numbers are using the massive flanking bonus, though, which if I understand correctly is not being removed.GreenSoup2HoT wrote: »I think what stealth truly needs to flourish is a way to return to "hidden" and not be stuck in combat for 5 minutes. If i engage on someone for example and it fails... if i escape and go behind a rock out of sight i should be able to go back into the "hidden" status and try again if i choose. This is what stealth gameplay lacks for classes outside of nightblade. Stealth needs to have more cat and mouse elements in it. Nightblades already do that pretty well but if any other class tries and fails.. well it takes ages to get outta combat. I know zos is looking into the in-combat status situation and i hope it gets resolved.
From your forum signature, I wonder if you have played ESO recently? Stealth mechanic was altered with Homestead patch so that everybody goes back into hidden state very quickly. Certainly this makes it much easier to gank on magicka DK at least.
.
what is this flanking bonus i keep hearing about?
It's a large bonus to crit damage when attacking from stealth in a spot directly behind the target (outside their field of vision), around 200-300% if I recall correctly.
Not sure exactly why, but it only works with certain attack like flame whip, surprise attack, some weapon abilities like onslaught and wrecking blow. Pretty sure it doesn't work with heavy fire staff.
The flanking bonus is an actual gear set that just grants extra weapon damage while behind a target.
The set in spoiler.
The extra critical dmg from sneak is only on the opening shot, aka the gankmove. While in open combat you really wont feel this "nerf". And I support this because getting ganked mid fight or while not suspecting it for 15k snipes etc just isnt fun.
Nightblades is more then just fighting from stealth imo, what we need more is ways to survive/sustain our health (stamblade) and getting better healing would help that issue, if we got minor mending
MMO's change every patch mate! its how they keep it fresh so to speak
annoying i know but what else we gonna do? pick flowers?
The extra critical dmg from sneak is only on the opening shot, aka the gankmove. While in open combat you really wont feel this "nerf". And I support this because getting ganked mid fight or while not suspecting it for 15k snipes etc just isnt fun.
Nightblades is more then just fighting from stealth imo, what we need more is ways to survive/sustain our health (stamblade) and getting better healing would help that issue, if we got minor mending
Honestly, I don't understand why they keep punishing NB. I don't really play mine other than stealthy stuff for fun, but they seem to get beat up every patch, my main is(was) a healing Templar and I still say the NB stuff was too much.
* Siphoning
* Leeching Strikes (Siphoning Strikes morph): This morph now converts the ability into a Stamina ability and causes your Light and Heavy Attacks to restore Stamina based on your character level.
* Siphoning Attacks (Siphoning Strikes morph): This morph now causes your Light and Heavy Attacks to also restore Magicka based on your character level.
* Siphoning Strikes:
* This ability now causes your Light and Heavy Attacks to restore Health instead of Magicka or Stamina.
* Increased the duration of this ability and its morphs to 20 seconds from 15 seconds.
Developer Comments: Spoiler
This is a significant reduction to the Magicka and Stamina restored by these abilities, but the addition of Health restore should give Nightblades more healing to improve their survivability.
scorpiodog wrote: »Constantly going into crouch was a pain in the rear and impractical stamina-wise unless you are a vampire - which adds a whole other list of problems just to be able to stay in sneak to get the damage bonus against one opponent.