As a NB I think 75 is a good number for death stroke and its morphs. With our potion passive and the ult you get for getting a kill, you can kill somebody with an Incap/Soul Harvest, pop a pot and nearly have it back up already. 50 is just too cheap IMO.
Its fine as its the same as the other lowest cost ultimates which all cost 75. Before it was the only one which costed 50 and kinda over performed because of it. And besides like many have said you easily get your ulti back as a Nightblade/In Cyrodiil.
Lol look at all these former procblades looking for a new crutch. It is fine as is currently. I play stamnb all the time in pvp and it is so easy to get incap. Even with the current cost.
If anything, the cost should be increased to 100+. It does too many things and hits too hard to be so cheap.
Yea, I'm sorry for the snarky response. Im just so happy that viper got nerfed and some of the former procblades finally have to man up and press more than 2 buttons.GrumpyDuckling wrote: »Lol look at all these former procblades looking for a new crutch. It is fine as is currently. I play stamnb all the time in pvp and it is so easy to get incap. Even with the current cost.
Posts like this frustrate me. You are viewing this discussion exclusively through a PVP lens and making general assumptions about players. Please consider all angles.
In PVP, even at 50 cost, Death Stroke is far from being a crutch. Good players dodge it all day long and it only hits one player if it connects. Dawnbreaker is a way more of a crutch (hits multiple enemies and never misses), even at 125 cost.
Try thinking about Death Stroke from a PVE perspective, which is game play that is even more dominated by AOE. At 75 cost it's just not worth forgoing an AOE ultimate in most scenarios. Even at 50 cost it's probably not worth slotting 80% of the time.
Gilliamtherogue wrote: »I've been asking for it for ages, but I really want a rehash of the original Death Stroke that scaled with damage based on Ultimate you casted it with. You could activate it for 50 Ultimate and get a slightly stronger than a spammable amount of damage, and Major Defile for 6 seconds. Or you could save up to 275 Ultimate (it's scaling cap) for a very powerful hitting ability, that had more counter play since the cast time was MUCH longer and noticeable (You *** twirl around, how dope is that?!).
In here lies the suggestion; Instead of letting the ultimate's itinitial hit scale with Ultimate used, add a Damage over Time and an increase of Major Defile and the 20% bonus damage duration based on how much ultimate was used. The ultimate would deal devastating Damage over Time with a considerable duration to Defile and 20% bonus damage, due to it being purely single target.
Please give me a reason to use this Ultimate other than being a buff slave or cheesing people from stealth.
IMO, after pvping for 3+ years: Death Stroke and morphs should cost 70 ultimate as it does now, however it should not be dodgeable as it is not, at that cost. It can even be dodged passively by major evasion. If it remains dodgeable...it should cost 50-60 ultimate at max.
Gilliamtherogue wrote: »I've been asking for it for ages, but I really want a rehash of the original Death Stroke that scaled with damage based on Ultimate you casted it with. You could activate it for 50 Ultimate and get a slightly stronger than a spammable amount of damage, and Major Defile for 6 seconds. Or you could save up to 275 Ultimate (it's scaling cap) for a very powerful hitting ability, that had more counter play since the cast time was MUCH longer and noticeable (You *** twirl around, how dope is that?!).
In here lies the suggestion; Instead of letting the ultimate's itinitial hit scale with Ultimate used, add a Damage over Time and an increase of Major Defile and the 20% bonus damage duration based on how much ultimate was used. The ultimate would deal devastating Damage over Time with a considerable duration to Defile and 20% bonus damage, due to it being purely single target.
Please give me a reason to use this Ultimate other than being a buff slave or cheesing people from stealth.
Incap can be shuffled, roll dodged, blocked, and shielded. On top of all this I am finding that it is just plain not going off when I try to use it. Sometimes it will drain my ultimate and sometimes it doesn't. I find that Incap works properly about 1 out of 3 times, conservatively, which makes it a 210 cost ultimate at minimum.