NightbladeMechanics wrote: »Cloak still needs some fixes, but I've found it much more reliable this patch than in previous patches. I use it and mist form together sometimes, and that works well.
The thing to remember is not to expect cloak to work without setting it up some first. Don't spam it in enemies' faces. Use shade to gain distance, mist to line of sight, a cc to push people back, or some other method to gain some space before you cloak. Considering how strong complete invisibility is, I think this is fair.
TLDR cloak feels really good to me right now. A few more fixes for specific things that break it, and it'll be good to go.
MisterBigglesworth wrote: »For mobility, I would suggest a change to Summon Shade: allow teleporting for the base skill and both morphs.As others have said, it also needs some sort of range indicator.
- One morph deals extra damage.
- The other morph deals no damage but it's invisible.
PS4_ZeColmeia wrote: »I like your analysis but disagree with your conclusions.
With the new +Magic damage set, NB should be the masters of magic damage since that's all we do (we need a just magic damage staff and wardens need a earth (which is what resto should become), with magic staff assisting dots/hots and nature being the current resto staff).
My general thought, after adjusting staves to line up to class/guild/world damage types and then making them and 2h count for 2 item slots, is that NB need a couple of things.
1) with the changes in cost to Strife, I want the 2 group HOTs back for funnel health, swallow soul should have a 20 second duration to ease rotation when focused on yourself.
2) Grim focus needs to auto recast with the spectral bow firing, again to ease rotation
3) Path of Darkness needs a 20s duration, for rotation. I also think radius should be 10% bigger but this is not critical.
4)Allow shades to proc leeching strikes to replenish for .33 the value (this inheriently makes dark shades a better morph for tanks and makes up for the healing strength drop with certain set/healing combos, while DPS builds will only get marinally as much benefit by going the other morph. I realize numbers might need slight adjustment with this in mind. This would really give our "pet" some actual value in groups.
5) In lieu of (4), update refreshing shadows to bonus to give a +10% bonus while in stealth, or allow NBs to regain 10% stamina while in stealth and moving
6) Dark Veil should be 10% and 20%
7) Hemmorage should affect magic as well
8) Pressure points 438 and 657
9) agree with your master assassin comment
Vampire
1) All vampire skills currently do not remove you from crouch when cast. Allow 50% of stealth bonuses to be applied to these skills. I think ultimates would be the only thing that would need some adjustment to damage levels.
2) make savage feeding a single rank and change name to lich. Make all magicka and stamina skills scale off of max health as a resource and cost health. Health recovery is increased by 50% and also functions like a additional rank of unnatural resistance and undeath (60% health trigger). Healing recieved is reduced by 75% except from drain essence.
3) Make Unnatural Resistance 2 ranks. Rank 1 is the same as now, Rank 2 is only active in stage 4 vampirism and makes it function in rank 2 (whereas currently it makes it function in rank 3)
This effectively makes vampires function in 2 gameplay styles: you risk health which makes you more vunerable to damage but become harder to kill and drain essence and HPrecovery are the only effective ways to heal or you just augment your current build.
This would offer playstyle options like the WW morphs but be focused around sustain and types of resources instead of increasing damage.
Khajiit
Carnage needs to also include magic
Staff
1) Count as 2 item set slots, also 2h
2) Resto should be nature magic, same bonuses and passives
3) Destro should have a new staff for magic damage, applies blind as status effect (5%), Tri focus fully charged heavy attacks grants minor evasion for 6s, ancient knowledge +12% dam/heal dots/hots
___
Although the vampire, Khajiit and Staff changes would affect everyone, there are some changes that augment the NB playstyle and skills very well. The changes to the NB skills would be minor, but make a huge difference our effectiveness to DPS. I think this would balance us as the pure DPS/Magic class while Sorc (lightning/Magic), DK(fire/magic), Templar (Nature/Lightning/Magic), Warden (Nature/Cold/Magic) and bring us more in line with Sorc damage but with a much different playstyle.
Another issue with the Templar's ability Eclipse being reworked to really only affect range mNBs - and affect them badly. Having a class ability with purge will be more important than ever lest this class become more handicapped.
Merciless Resolve is clunky if you are playing with a high ping and firing off Assasins Will is unreliable. It would be nice to play with a latency under 100ms, but you dont get that playing outside the US. So ZoS needs to fix it for all players.
MisterBigglesworth wrote: »For mobility, I would suggest a change to Summon Shade: allow teleporting for the base skill and both morphs.As others have said, it also needs some sort of range indicator.
- One morph deals extra damage.
- The other morph deals no damage but it's invisible.
NightbladeMechanics wrote: »Cloak still needs some fixes, but I've found it much more reliable this patch than in previous patches. I use it and mist form together sometimes, and that works well.
The thing to remember is not to expect cloak to work without setting it up some first. Don't spam it in enemies' faces. Use shade to gain distance, mist to line of sight, a cc to push people back, or some other method to gain some space before you cloak. Considering how strong complete invisibility is, I think this is fair.
TLDR cloak feels really good to me right now. A few more fixes for specific things that break it, and it'll be good to go.
I agree that cloak can be used very effectively when combined with mist form and shade but the issue is I don't think it is feasible to fit all 3 on your bars. Because of the snares in cyro I really feel married to mist form and just cannot take it off my bars. Because I'm running necro, shade is must. So I really just can't find room for cloak. I suppose if I switched out nerco for either than new +400 magic spell damage set in Morrowind or finally got a BSW sharpened flame staff I would drop necro/shade and possibly make room for cloak. I guess the point that I'm trying to make is that, to me, cloak is still currently a niche skill that I can never really fit on my bars - that is why I suggested a possible snare purge for it so it could replace mist form on my bars. I hope cloak feels more useful in Morrowind. I do have a feeling it will be very useful in Battlegrounds.
NightbladeMechanics wrote: »Regarding merciless:
I am relieved to see no suggestion to remove the need to recast the ability between procs. That recast is core to PvP combat patterns. I've beaten that horse enough on these forums, but I can elaborate if needed.
The .1 second channel time is not a core mechanic, though. I understand the original devs' purpose in forcing mageblades to drop block when firing this ability, but the channel time's only practical implication today, other than confusing new mageblade players, is preventing you from firing the proc at people line of sighting you. There isn't even a significant animation tied to the channel. The big red bow animation comes after the channel and can be animation cancelled consistently once you've mastered the timing.
Merciless is not buggy or clunky once you've practiced with it. It actually works smoothly and consistently. But its intricate mechanics require more learning than most abilities.
Weaving strife...now THAT is clunky and can make merciless and other mageblade abilities feel clunky. This has been has been an issue for a long time, and I'd rather see it addressed than merciless directly.
Making merciless count general direct damage toward proccing would require a nerf to remain balanced, and it would be a bandaid fix to the core issue in the first place. The light attack animations just need to be repaired.
Right now as a DVA main I feel reduced to a DM bot. All I'm good for is standing in the back of a group using DM and that's not what a dive tank is supposed to be about. The Mech is squishy and once out of the mech you die immediately if focused.
NightbladeMechanics wrote: »Regarding merciless:
I am relieved to see no suggestion to remove the need to recast the ability between procs. That recast is core to PvP combat patterns. I've beaten that horse enough on these forums, but I can elaborate if needed.
The .1 second channel time is not a core mechanic, though. I understand the original devs' purpose in forcing mageblades to drop block when firing this ability, but the channel time's only practical implication today, other than confusing new mageblade players, is preventing you from firing the proc at people line of sighting you. There isn't even a significant animation tied to the channel. The big red bow animation comes after the channel and can be animation cancelled consistently once you've mastered the timing.
Merciless is not buggy or clunky once you've practiced with it. It actually works smoothly and consistently. But its intricate mechanics require more learning than most abilities.
Weaving strife...now THAT is clunky and can make merciless and other mageblade abilities feel clunky. This has been has been an issue for a long time, and I'd rather see it addressed than merciless directly.
Making merciless count general direct damage toward proccing would require a nerf to remain balanced, and it would be a bandaid fix to the core issue in the first place. The light attack animations just need to be repaired.
Honestly, on Xbox it flat out doesn't proc sometimes. Pretty often in fact. I know how to use the skill and know when it should be procced. It even makes the noise but casting it simply refreshes it. It's definitely bugged for us.
If that gets sorted, the skill is absolutely fine. I have zero issue with how it functions when it does work.
Was running around on my magblade yesterday and my problem is ; it has lotus fan, and melee damage abilities but as far as spammable; strife is cheaper, does just a couple hundred less damage, cost less, and is range. Seems like if I were to do something other than gank; there should be a stronger melee range attack if I'm going to gap close an enemy.
Or am I suppose to ignore that and just stay at range spam strife and wait for the spectral bow? Just seems like a waste of having lotus fan and shade which would make for a great hit and run combo.
Having a Templar also; this also makes me think about a lack of magicka melee weapons to support the play style. Ranged weapons have longer heavy attack charges yet this new patch makes heavy attacks more necessary for resources. Particularly for mNB with the gutting of siphoning
NightbladeMechanics wrote: »Regarding merciless:
I am relieved to see no suggestion to remove the need to recast the ability between procs. That recast is core to PvP combat patterns. I've beaten that horse enough on these forums, but I can elaborate if needed.
The .1 second channel time is not a core mechanic, though. I understand the original devs' purpose in forcing mageblades to drop block when firing this ability, but the channel time's only practical implication today, other than confusing new mageblade players, is preventing you from firing the proc at people line of sighting you. There isn't even a significant animation tied to the channel. The big red bow animation comes after the channel and can be animation cancelled consistently once you've mastered the timing.
Merciless is not buggy or clunky once you've practiced with it. It actually works smoothly and consistently. But its intricate mechanics require more learning than most abilities.
Weaving strife...now THAT is clunky and can make merciless and other mageblade abilities feel clunky. This has been has been an issue for a long time, and I'd rather see it addressed than merciless directly.
Making merciless count general direct damage toward proccing would require a nerf to remain balanced, and it would be a bandaid fix to the core issue in the first place. The light attack animations just need to be repaired.
Honestly, on Xbox it flat out doesn't proc sometimes. Pretty often in fact. I know how to use the skill and know when it should be procced. It even makes the noise but casting it simply refreshes it. It's definitely bugged for us.
If that gets sorted, the skill is absolutely fine. I have zero issue with how it functions when it does work.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »Regarding merciless:
I am relieved to see no suggestion to remove the need to recast the ability between procs. That recast is core to PvP combat patterns. I've beaten that horse enough on these forums, but I can elaborate if needed.
The .1 second channel time is not a core mechanic, though. I understand the original devs' purpose in forcing mageblades to drop block when firing this ability, but the channel time's only practical implication today, other than confusing new mageblade players, is preventing you from firing the proc at people line of sighting you. There isn't even a significant animation tied to the channel. The big red bow animation comes after the channel and can be animation cancelled consistently once you've mastered the timing.
Merciless is not buggy or clunky once you've practiced with it. It actually works smoothly and consistently. But its intricate mechanics require more learning than most abilities.
Weaving strife...now THAT is clunky and can make merciless and other mageblade abilities feel clunky. This has been has been an issue for a long time, and I'd rather see it addressed than merciless directly.
Making merciless count general direct damage toward proccing would require a nerf to remain balanced, and it would be a bandaid fix to the core issue in the first place. The light attack animations just need to be repaired.
Honestly, on Xbox it flat out doesn't proc sometimes. Pretty often in fact. I know how to use the skill and know when it should be procced. It even makes the noise but casting it simply refreshes it. It's definitely bugged for us.
If that gets sorted, the skill is absolutely fine. I have zero issue with how it functions when it does work.
I've heard of console bugs with the ability, but I don't play console and had forgotten about them.Sorry. Naturally, any bugs should be fixed.
NightbladeMechanics wrote: »PS4_ZeColmeia wrote: »I like your analysis but disagree with your conclusions.
With the new +Magic damage set, NB should be the masters of magic damage since that's all we do (we need a just magic damage staff and wardens need a earth (which is what resto should become), with magic staff assisting dots/hots and nature being the current resto staff).
My general thought, after adjusting staves to line up to class/guild/world damage types and then making them and 2h count for 2 item slots, is that NB need a couple of things.
1) with the changes in cost to Strife, I want the 2 group HOTs back for funnel health, swallow soul should have a 20 second duration to ease rotation when focused on yourself.
2) Grim focus needs to auto recast with the spectral bow firing, again to ease rotation
3) Path of Darkness needs a 20s duration, for rotation. I also think radius should be 10% bigger but this is not critical.
4)Allow shades to proc leeching strikes to replenish for .33 the value (this inheriently makes dark shades a better morph for tanks and makes up for the healing strength drop with certain set/healing combos, while DPS builds will only get marinally as much benefit by going the other morph. I realize numbers might need slight adjustment with this in mind. This would really give our "pet" some actual value in groups.
5) In lieu of (4), update refreshing shadows to bonus to give a +10% bonus while in stealth, or allow NBs to regain 10% stamina while in stealth and moving
6) Dark Veil should be 10% and 20%
7) Hemmorage should affect magic as well
8) Pressure points 438 and 657
9) agree with your master assassin comment
Vampire
1) All vampire skills currently do not remove you from crouch when cast. Allow 50% of stealth bonuses to be applied to these skills. I think ultimates would be the only thing that would need some adjustment to damage levels.
2) make savage feeding a single rank and change name to lich. Make all magicka and stamina skills scale off of max health as a resource and cost health. Health recovery is increased by 50% and also functions like a additional rank of unnatural resistance and undeath (60% health trigger). Healing recieved is reduced by 75% except from drain essence.
3) Make Unnatural Resistance 2 ranks. Rank 1 is the same as now, Rank 2 is only active in stage 4 vampirism and makes it function in rank 2 (whereas currently it makes it function in rank 3)
This effectively makes vampires function in 2 gameplay styles: you risk health which makes you more vunerable to damage but become harder to kill and drain essence and HPrecovery are the only effective ways to heal or you just augment your current build.
This would offer playstyle options like the WW morphs but be focused around sustain and types of resources instead of increasing damage.
Khajiit
Carnage needs to also include magic
Staff
1) Count as 2 item set slots, also 2h
2) Resto should be nature magic, same bonuses and passives
3) Destro should have a new staff for magic damage, applies blind as status effect (5%), Tri focus fully charged heavy attacks grants minor evasion for 6s, ancient knowledge +12% dam/heal dots/hots
___
Although the vampire, Khajiit and Staff changes would affect everyone, there are some changes that augment the NB playstyle and skills very well. The changes to the NB skills would be minor, but make a huge difference our effectiveness to DPS. I think this would balance us as the pure DPS/Magic class while Sorc (lightning/Magic), DK(fire/magic), Templar (Nature/Lightning/Magic), Warden (Nature/Cold/Magic) and bring us more in line with Sorc damage but with a much different playstyle.
Pretty much everything you said except the minor passive changes would be ridiculously op in PvP.
NightbladeMechanics wrote: »PS4_ZeColmeia wrote: »I like your analysis but disagree with your conclusions.
With the new +Magic damage set, NB should be the masters of magic damage since that's all we do (we need a just magic damage staff and wardens need a earth (which is what resto should become), with magic staff assisting dots/hots and nature being the current resto staff).
My general thought, after adjusting staves to line up to class/guild/world damage types and then making them and 2h count for 2 item slots, is that NB need a couple of things.
1) with the changes in cost to Strife, I want the 2 group HOTs back for funnel health, swallow soul should have a 20 second duration to ease rotation when focused on yourself.
2) Grim focus needs to auto recast with the spectral bow firing, again to ease rotation
3) Path of Darkness needs a 20s duration, for rotation. I also think radius should be 10% bigger but this is not critical.
4)Allow shades to proc leeching strikes to replenish for .33 the value (this inheriently makes dark shades a better morph for tanks and makes up for the healing strength drop with certain set/healing combos, while DPS builds will only get marinally as much benefit by going the other morph. I realize numbers might need slight adjustment with this in mind. This would really give our "pet" some actual value in groups.
5) In lieu of (4), update refreshing shadows to bonus to give a +10% bonus while in stealth, or allow NBs to regain 10% stamina while in stealth and moving
6) Dark Veil should be 10% and 20%
7) Hemmorage should affect magic as well
8) Pressure points 438 and 657
9) agree with your master assassin comment
Vampire
1) All vampire skills currently do not remove you from crouch when cast. Allow 50% of stealth bonuses to be applied to these skills. I think ultimates would be the only thing that would need some adjustment to damage levels.
2) make savage feeding a single rank and change name to lich. Make all magicka and stamina skills scale off of max health as a resource and cost health. Health recovery is increased by 50% and also functions like a additional rank of unnatural resistance and undeath (60% health trigger). Healing recieved is reduced by 75% except from drain essence.
3) Make Unnatural Resistance 2 ranks. Rank 1 is the same as now, Rank 2 is only active in stage 4 vampirism and makes it function in rank 2 (whereas currently it makes it function in rank 3)
This effectively makes vampires function in 2 gameplay styles: you risk health which makes you more vunerable to damage but become harder to kill and drain essence and HPrecovery are the only effective ways to heal or you just augment your current build.
This would offer playstyle options like the WW morphs but be focused around sustain and types of resources instead of increasing damage.
Khajiit
Carnage needs to also include magic
Staff
1) Count as 2 item set slots, also 2h
2) Resto should be nature magic, same bonuses and passives
3) Destro should have a new staff for magic damage, applies blind as status effect (5%), Tri focus fully charged heavy attacks grants minor evasion for 6s, ancient knowledge +12% dam/heal dots/hots
___
Although the vampire, Khajiit and Staff changes would affect everyone, there are some changes that augment the NB playstyle and skills very well. The changes to the NB skills would be minor, but make a huge difference our effectiveness to DPS. I think this would balance us as the pure DPS/Magic class while Sorc (lightning/Magic), DK(fire/magic), Templar (Nature/Lightning/Magic), Warden (Nature/Cold/Magic) and bring us more in line with Sorc damage but with a much different playstyle.
Pretty much everything you said except the minor passive changes would be ridiculously op in PvP.
Merciless resolve seems to not register when you light attack weave. Has anyone noticed that? I've pretty much given up on it.
Merciless resolve seems to not register when you light attack weave. Has anyone noticed that? I've pretty much given up on it.
Rejoice! Siphoning Strikes... have been changed again!
Merciless resolve seems to not register when you light attack weave. Has anyone noticed that? I've pretty much given up on it.
Are you on console? I'm on Xbox and it works for me the vast majority of the time but, as myself and others have said in this thread, it does glitch out fair frequently on console. Apparently works fine on PC though so not sure what it causing it on console.
Rejoice! Siphoning Strikes... have been changed again!
@CavalryPK Did they say this on PTS? Did they change it back to duel magicka and stam sustain? If so, that has made my day!
Rejoice! Siphoning Strikes... have been changed again!
@CavalryPK Did they say this on PTS? Did they change it back to duel magicka and stam sustain? If so, that has made my day!
Said it on ESO live. Its should have a lower cost and give burst resource when it expires . Don't know if it is dual or magicka only.
Rejoice! Siphoning Strikes... have been changed again!
@CavalryPK Did they say this on PTS? Did they change it back to duel magicka and stam sustain? If so, that has made my day!
Said it on ESO live. Its should have a lower cost and give burst resource when it expires . Don't know if it is dual or magicka only.
If by expire they mean all 20 seconds have to go by then what a terrible change. As many have said throughout forums, siphoning attacks is too important to ever let it expire. It is often recast every time you LoS and have a free second to spare. I basically never let it expire. I hope it works like rally and gives a burst restore when re-used. That would actually be really interesting. But IMO the duel restore is critical.