This thread is meant to serve as a discussion about magic Nightblade and the problems the class currently faces. I'll speak mainly from a PVP perspective as that's where most of my playtime is spent, but I encourage those that are knowledgeable about PVE to share their feedback as well.
NDA Disclaimer: I'll be mentioning the Warden class throughout this post, but I'll only be referencing information that has already been made publicly available by ZOS here:
http://www.elderscrollsonline.com/en-us/news/post/2017/04/13/warden-guide-skill-lines-and-abilities
Issues facing magic NB:
- Class skills suggest NB should remain mobile (lack of Major/Minor Mending bonuses, lack of "house-building" area-of-denial tools like Templar or DK) but lacks mobility
- Clunky skills
- Cloak is feast or famine: either it works really well or it doesn't work at all
- Lack of damage-after-time abilities
- NB's reliance on projectiles
- Incoming changes: Siphoning Attacks, Shadow Barrier
1. Class skills suggest NB should remain mobile, but lacks mobility
Magic NB is meant to be a mobile class--this is made evident by the amount of speed bonuses attached to their skills (Magic NB is the only class that can maintain a 85-90% uptime on Major Expedition without using speed potions thanks to skills like Crippling Grasp and Refreshing Path, with Warden and their Bird of Prey skill coming in second)--but these speed bonuses are rendered null by snares and roots, which are everywhere in PVP. This wasn't an issue back when Dark Cloak purged negative effects, but since it's purge was replaced with Minor Protection in the Thieves Guild patch snares have become a larger and larger issue for NBs.
As of now, there's two ways for magic NB to purge snares:
- Mist Form, which requires the NB to be a vampire, hampering build diversity
- Efficient Purge, which is too expensive to be frequently used as it stands on live, and will be almost impossible to use with the global sustain nerfs in Morrowind
Suggestion: Giving NB a way to purge snares through class skills would go a long way to help their survivability--NB has never been a 'stand-and-fight' class like DK or Templar, but is instead meant to mitigate through mobility, like Sorcerer. I'd suggest changing the Double Take morph of Blur to purge 5 snares and grant 2 seconds of snare immunity, to make it comparable to the medium armor skill Shuffle. This would give Nightblades a choice between tankiness, with the Mirage morph giving Minor Ward and Minor Resolve, and mobility, with Double Take giving a snare purge.
2.Buggy/clunky skills
This is a broad category, so I'll go skill by skill.
This skill is meant to be NB's bread-and-butter burst skill, but it's 0.1 second cast time makes it feel clunky.
Suggestion: Removing the 0.1 second cast time wouldn't affect the counterplay of Merciless, as the cast time is already so small that nobody can knowingly react to it (most people don't even know the skill has a cast time) but would make the skill feel more fluid for the caster.
Likewise, the changes to the animation priority system in the Dark Brotherhood made weaving light attacks to proc it clunky and inconsistent in lag.
Quick anecdote: there's been multiple times where I've been weaving resto staff light attacks in between my skills to proc Merciless, only to go to use the skill and find that it never procced in the first place. Although I saw the light attack go off (the beam leaves my staff and touches the target on my screen) the target takes no damage, and the game doesn't count it as a light attack. It eventually got so bad that I had to cave and download an addon that alerts me when Merciless Resolve has procced--I have no clue how a console player would be able to reliably use this skill.
Suggestion: Making Merciless Resolve proc off of any direct-damage attack instead of just light and heavy attacks would make the skill more consistent in lag, while also allowing DW and S&B NBs to more reliably proc this skill. This wouldn't affect Nightblade's performance in end-game, as you'd still want to be light attacking to proc weapon enchants/poisons and gain ultimate, but would make it more reliable.
Shadow Cloak's invisibility is broken by a LOT of things that it shouldn't be broken by (single target abilities.) Though some of these have been fixed in this PTS cycle, there's still a lot left, and some new ones have been introduced. Here's a few of them:
- The initial cast of Curse (not the damage component)
- The attacks from Shadow Image/Summon Shades
- The basic attacks from Sorcerer's pets (the scamp's light attack, the matriarch's light attack)
- Set effects like Sheer Venom's DOT
A more complete list can be found here:
https://forums.elderscrollsonline.com/en/discussion/326554/things-that-break-cloak/p1
This is one of those rare bugs that work in the NB's favor, but I'll list it here anyways. Using Agony (both morphs and the base skill) on a mounted target (somebody riding their horse) causes them to be stunned, but unable to CC break. Hilarious for trolling, ganking, etc. Kinda surprised it hasn't been fixed, since it's been in the game since I started playing mNB (Imperial City patch.)
Difficult to tell when you're out of teleport range of your Shadow, as there's no visual or audio cue to tell you you're almost-out or out of range. This might be a bug and not just a clunky mechanic, as the Shadow Image's skill image's background doesn't change back from red to purple even if you're out of range of the Shadow, but it's worth mentioning anyways.
Suggestion: adding an audio cue (maybe the sound of a beating heart, or the sound of indistinct whispers?) that grows stronger the further you get from your Shadow, to indicate how much distance you have left before you're out of range.
3. Cloak is either feast or famine: either it works very well, or not at all
When Shadow Cloak works, it works
very well--by making the caster untargetable, it effectively offers 100% mitigation against any new incoming damage, along with boosting the caster's damage (guaranteed crit, Master Assassin passive.) This is the 'feast', or when NB is doing very well.
However, when Shadow Cloak is countered, it's countered hard. Trying to use Cloak against somebody with Radiant Magelight, Hurricane, Biting Jabs, Haunting Curse, Encase, detect potions, etc. is effectively a waste of magicka--the skill gives effectively 0% mitigation, and the NB is unable to take advantage of the Master Assassin passive, or line up a combo with the guaranteed crit. This is the 'famine', or when NB is doing very badly.
This dynamic puts ZOS in a weird place: either they make counters to Cloak widespread and easily accessible (causing the NBs to 'famine'), or they make the counters to Cloak rare and hard to work into your build (letting the NBs 'feast'.) We've had both of these throughout ESO's lifetime, with 'feast' periods being from 1.5 to Thieves Guild, with 'famine' periods being from Thieves Guild (when they reworked Magelight to reveal the NB to everybody instead of just the Magelight's caster) to now.
Suggestion: Rework the Dark Cloak morph to work similarly to the vampire skill Mist Form, in that it makes the caster immune from snares and CCs and reduces their damage taken, but stops their magicka regen while channeling the skill and makes them unable to be healed. The NB would remain visible while in the skill, and would be unable to cast any other skills (like Mist Form.) This would provide NB a reliable, consistent mobility mechanic on par with Sorcerer's Streak and Vampire's Mist Form, while keeping the Shadowy Disguise morph as a high-risk, high-reward skill for those that enjoy that sort of playstyle.
Side note: Reworking the Master Assassin passive from being 10% increased weapon/spell damage while invisible or in stealth to a flat 6-8% bonus at all times would reduce NB's initial damage from stealth (which seems to be ZOS' goal with the changes to stealth damage bonuses) while making the passive more appealing for all types of NBs.
4. Nightblade's lack of damage-after-time abilities.
Note: For the purpose of this discussion, damage-after-time abilities are classified as any ability that does damage after a set amount of time after it's cast, without any additional inputs from the player (think Sorcerer's Haunting Curse.)
With the reworking of Backlash and the introduction of the Warden class, NB is currently the only class that has no access to a damage-after-time ability.
DK: Inhale/Draw Essence/Deep Breath's delayed 'exhale' AOE
Sorc: Haunting Curse/Daedric Prey
Templar: Backlash/Power of the Light/Purifying Light'
Warden: Scorch/Deep Fissure/Subterranean Assault
While DaT abilities aren't a big thing in PVE, they're huge in PVP, as they allow you to have multiple skills hit in the same global cooldown period. This lets you quickly combo different abilities together to burst down your opponent. In the past, NBs have used Proximity Detonation to fill the DaT gap in their class, but have been unable to effectively use it since the skill for single-target burst since the skill was nerfed in the Dark Brotherhood patch.
Side note: I was against the rework to Backlash, and I disagree with giving Warden an AOE DaT. However, if this is the direction ZOS wants to take the game in, then they need to take NB with them.
Suggestion: Rework Agony or one of it's morphs to be a damage-after-time ability, as it's currently redundant to the class (Mass Hysteria already covers NB's need for a CC.) This DaT could really be anything: it could scale off damage done like Backlash, or it could scale off spell damage and max magicka like Curse, or it could be an AOE like Inhale and Scorch. It doesn't really matter how the DaT works, so long as it's there and does enough damage to warrant slotting. This change would close the gap between magic NB and the other classes in PVP.
5. NB's reliance on projectiles@stealthyevil already summarised this point up nicely in another post, so I'll just quote him:
In this thread I am going to be as objective as possible, due to the fact that my main is a Magic NB.
As it stands in the current patch (Homestead), Magic NB is in a weak spot for PvP and in PvE. For reference, I am going to be speaking from a PvP perspective because that’s what I spend most of my time doing.
The one problem that Magic NB has, in particular a destro/resto NB, is that every damage-dealing ability they use can be dodged, reflected and blocked, with the exception being Soul Tether at 150 Ultimate cost. Now, with that being said I do understand that fear (Mass Hysteria) is one of the most powerful AoE CCs in the game and a skilled NB can use that to their advantage, however, I am speaking from a broad perspective.
Lets do a simple comparison here with Magic Morphs to some class skills
Nightblade
- Fear - Unblockable/Unreflectable/Undodgeable
- Soul Tether - Unblockable/Undodgable (150 Ultimate)
Templar
- Purifying Light (+Morphs) - Unblockable/Stackable
- Puncturing Sweeps - Undodgeable
- Eclipse - Unbreakable (Now reflects everything that the victim casts [PTS 3.0] )
Sorcerer
- Daedric Curse - Undodgeable/ Unreflectable/ Stackable
- Encase - Unblockable
- Defensive Rune - An inevitable CC if you attack the Sorcerer
- Mines - Inevitable CC if you walk through them, but that is your fault if you do.
- Streak - Undodgeable, Unblockable (Bugged, Please fix streak)
Dragonknight
- Talons - Inevitable CC unless you have 2 sec immunity from new dodge passive [PTS 3.0]
- Petrify - Unblockable/Unreflectable/Undodgeable
- Dragon Leap - Undodgeable/unreflectable
Now, forgive me if I missed a certain ability or described it incorrectly, but as you can see every other class but a Magic NB has an unblockbale/undodgeable/unreflectable
DAMAGE DEALING class skill that is not an ultimate.
What this leads to in a PvP scenario is Magic NB having to wear heavy armor to stay alive outnumbered. Heavy armor is necessary because they cannot shield stack as effectively as a sorcerer while wearing light armor in order to mitigate incoming unblockable/unrefectable damage. This was OKAY, because with siphoning attacks and the constitution passive the resource return was enough to keep yourself alive in certain situations and keep decent pressure on your opponents if you were fighting outnumbered.
With those two being nerfed dramatically, and upcoming CP changes Magic NB sustain has gone down the drain. Siphoning attacks was essential in restoring stamina to keep blocking/dodging incoming attacks, now it does not even restore stamina, and the return you get comparative to the cost is atrocious.
As it stands melee magic NB, is a gimped stamina nightblade with less damage, and destro/resto is a gimped sorcerer with significantly less damage. Now that does not mean magic NB is dead, it just means that you will have to time your burst with fear/tether to ensure everything hits, instead of casting abilities for undodgable damage.
Suggestions :- I think Siphoning attacks should give you minor magic steal + stamina return, and Leeching Strikes should do Minor Lifesteal + Stamina Return as both are vital for survivability in PvP and PvE. What this also does, is forces you to play aggressive and keep pressure on your opponents in order to sustain yourself, which I believe is what a NB should be good at. This will allow similar sustain to live, as well as bringing back niche sap tank builds.
- Magic NB needs one class skill that is not an ultimate to be undodgeable in order to keep it competitive with the damage output Battlegrounds/Cyrodiil. If that is too much to ask for, then please for the love of god, Soul Harvest is an ultimate ability, please make that at least undodgable.
- Assassin’s Will needs to be a bit more consistent. I will make another post on this entirely.
Please leave feedback, weather negative or positive, it is much appreciated. These skills are still subject to change with future PTS notes so lets not get too hyped and be reasonable.
Link:
https://forums.elderscrollsonline.com/en/discussion/comment/4045421/
Suggestion: I agree with
@NightbladeMechanics ' suggestion in that thread to make Impale undodgeable and unreflectable.
6. Incoming changes: Siphoning Attacks, Shadow Barrier
This has been covered a lot in other threads, so I'll link those here:
https://forums.elderscrollsonline.com/en/discussion/comment/4011185#Comment_4011185https://forums.elderscrollsonline.com/en/discussion/335829/leeching-strikeshttps://forums.elderscrollsonline.com/en/discussion/336536/nightblade-siphoning-attack-nerf-dks-templars-were-in-the-same-boathttps://forums.elderscrollsonline.com/en/discussion/336409/leeching-strikes-is-terrible-nowhttps://forums.elderscrollsonline.com/en/discussion/335892/siphoning-attacks-strikes-discussion-threadhttps://forums.elderscrollsonline.com/en/discussion/336505/siphoning-attacks-in-pvphttps://forums.elderscrollsonline.com/en/discussion/comment/4009751/#Comment_4009751
As it currently stands on PTS, magic Nightblade is the only class that has no way to regain stamina through their class skills or passives. I believe that, while the values may need to be adjusted, the actual skill shouldn't change from how it is currently on live: it should return both magicka and stamina from light and heavy attacks, along with a chance to return both magicka and stamina when you cast an ability. Siphoning Attacks has worked like this since the game launched (with the only notable change being it being turned from a toggle to a 15 second duration) and was never considered overperforming by the devs, even when the game placed a huge emphasis on sustain, such as when softcaps were still in the game and before the introduction of the Champion Point system. Changing it now just seems weird--if the goal is to bring ESO back to a pre-CP system style of play, then Siphoning isn't what ZOS should be targeting.
Conclusion
Again, I encourage all other NB players to post their suggestions--ZOS has shown in the past that they're listening to us, and now's as good of a time as any to give them our feedback.