It's more interesting than the current meta builds. I have fun playing a support build open world to help out fellow randoms.
If I only cared about my own personal performance -- vs having fun -- I'd definitely be playing my magicka sorc or stam dk though. Even my dunmer nb is far more potent and easier to play in a stam config -- but zzzz..
IMO, the only role Magicka NB is currently best at is bombing.
The consensus right now is that magblades are weaker in pvp. I think people overreact...I wouldn't call them trash.
Cons
Squishy
Lack solid heals
Lack enough burst damage to cut through current heavy armor / ultra resistant meta
Pros
Fast and sneaky
Good resource management
Good single target damage, but insane aoe if geared right
Right now, magblades benefit from being in a group. They lack the power to be outright on-their-own gankers, which is unfortunate because their stealth and speed makes ganking with them fun. But playing them in a group is better if you employ strategy, and I'm sorry to say that video gamers don't excel in employing smart strategy, which is some of why magblades are underrated.
What I mean is that (if you haven't noticed) the "right" way to play is to stack on the crown and mash all your buttons constantly. Sigh. Zerging has its advantages, but magblades suffer in this play style. If a group of five takes a resource, the flag is the absolute WORST place for a magblade to be. It's dangerous because of the NPCs, but if enemies show up it's easy to get picked off. A magblade should stealth to a safe high point...hey, WOULD YOU LOOK AT THAT, THERE'S A TOWER AT EVERY RESOURCE. Lol. A magblade can get into the tower and assist with dps/other from this relatively safe spot. If enemies show up, they should be prepared to rain dps death down on them.
In a keep siege, the same concepts apply. The porch is a sucky spot for them...they can better assist in stealth from above the breach. Watch for defenders and watch the rear and stun them at an inopportune moment. Then have your team's back when they enter to capture the flag. This is a moment of weakness...their health will be down, and one human enemy can pick off enough of the team to tip the balance to wipe. A nightblade in the entrance can both alert the team, and hinder the incoming attackers enough to prevent getting caught between NPCs and humans.
Anyway, the point is that magblades get a lot better in pvp if you don't play them like every other class. If used smartly, they can hinder, obfuscate, confuse and sabotage enemy actions.
Update 14
Overall, while magblades didn't get the buffs they wanted with Morrowind, I'm hopeful that the changes at large will benefit them. The CP "power creep" has served to help other classes more than magblades, which is part of why they've become relatively weaker. For example, one of their original perks was more resource regen. When resource regen was made utterly irrelevant, they lost a big advantage. And this was amplified because going back a year or two, magblades tended to invest in damage enchants and CPs. The imbalance in ability cost and regen allowed other classes to move toward this as well...in a sense they gained more than magblades have because of the evolving meta.
So I can't say that update 14 will solve all the issues, but I'm hopeful that the changes will force other classes to move back to regen enchants and to reduce their dps abilities a bit. This might make magblades more competitive without buffing them...just by making the other classes weaker in relation to them.
It's more interesting than the current meta builds. I have fun playing a support build open world to help out fellow randoms.
If I only cared about my own personal performance -- vs having fun -- I'd definitely be playing my magicka sorc or stam dk though. Even my dunmer nb is far more potent and easier to play in a stam config -- but zzzz..
IMO, the only role Magicka NB is currently best at is bombing.