exeeter702 wrote: »Except maybe most players currently playing Nightblade aren't healers and don't want to be healers and possibly some might even be using the Agony line effectively.
The only reason to use agony was for meteor combo. No one made use of the 30 second polymorph type skills in pve and there are far more useful CC than agony in pvp. Its damage component was absolute garbage even despite the battle spirit ignoring bug.
This is an overall excellent change for magblades both pvp and pve.
The agony change is just bad why use a heal that hurts you.Change the base morph to a HOT that attach to you or a ally and one of the morph give minor mending.
exeeter702 wrote: »Except maybe most players currently playing Nightblade aren't healers and don't want to be healers and possibly some might even be using the Agony line effectively.
The only reason to use agony was for meteor combo. No one made use of the 30 second polymorph type skills in pve and there are far more useful CC than agony in pvp. Its damage component was absolute garbage even despite the battle spirit ignoring bug.
This is an overall excellent change for magblades both pvp and pve.
It is useful for all types of burst combos, not only those using meteor. Beyond that, it is also very useful for fleeing foes and as a ranged CC that also provides siphoning passives. It is also a useful tool for escapes.
Losing a class CC at the same time another class CC is being nerfed is a big deal.
I hope ZOS considers retaining the Malefic Wreath morph as a compromise.
SydneyGrey wrote: »So you can heal your group members, and kill yourself doing it.
Then they'll kick you from the dungeon while screaming L2P because you kept dying while they stayed alive.
I'm thinking this sounds pretty terrible. I can see ZERO reason to use that.
Lifecode666 wrote: »Grim focus should be reworked again.
x4 light attacks!
Tommy_The_Gun wrote: »Ok so here is some feedback:
Link to current NB skills: http://elderscrollsonline.wiki.fextralife.com/Nightblade+Skills
Aspect of Terror morphs (currently in game):
Mass Hysteria:Summon a dark spirit to terrify up to 3 enemies, causing them to flee in fear for 4 seconds. Even after recovering, enemies have Movement Speed reduced 50% for 4 seconds and are afflicted with Minor Maim, which reduces their damage done by 15%. Also applies Minor Maim to the enemy when the fear ends, reducing their damage done.Manifestation of Terror:Conceal two sinister traps, one at the targeted location and another next to you, which take 3 seconds to arm and last for 33 seconds. When each trap is triggered, a dark spirit is summoned to terrify up to 2 enemies, causing them to flee in fear for 4 seconds. After the fear ends, their Movement Speed is reduced by 50% for 5 seconds. Creates two traps instead, which fear the enemy that trigger them.And here is the current PTS version:Shadow:The thing is that this skill and its morphs are purely PvP skills. Almost never used in PvE. All bosses are resistant to fear and there is no point in using fear on trash-mobs when you can literally vaporise them.
Mass Hysteria (Aspect of Terror morph):
This morph no longer fears an additional enemy, but only fears the same amount of enemies as the base ability (2 enemies). It continues to inflict Minor Maim as a morph effect.
Manifestation of Terror (Aspect of Terror morph):
This morph now fears up to 6 enemies per trap, up from 2, and the trap no longer triggers if a crowd control-immune enemy walks over it. Enemies can also now see an initial projectile marking the trap’s location.
Now, lets think of how this skills are used in PvP:
Fear is used only when you want to break fight and escape. NB attack from stealth, stunning the enemy and if they don't succeed in killing an enemy - they use fear to break fight and go back to stealth. Also - when a group is chasing you - you can fear them and escape.
The thing that makes the second morph (Manifestation of Terror) useless in PvP is basically this part:
The trap takes 3 seconds to arm. Even if you place it - someone can just walk or run over it (before 3 sec passed) and it will not trigger...
If you want to escape fast by the time you place a trap and it arms after 3 seconds - NB is dead. It does not matter how many players you can "fear". It does not matter if it is 6, 12 , 24, or even 100 players. 3 second of "arming" time pretty much kills this morph.
That is why - nobody will use it. It simply has a terrible flaw that disqualify it in any means and especially in PvP where 3 seconds feels like eternity.... And to add even more to it on PTS it is now visible to enemy when you place it.
- making it even more pointless.
As for the first morph (Mass Hysteria) - it is unnecessary to reduce the "feared" target to 2 (3->2). People will always complain even if it will fear only 1 player (especially magicka builds that often have no stamina recourse to break free). It is a sustain / survivability skill.
My suggestion:To make second morph a valid choice is to either reduce "arming" time significantly to like 0.5 or 1 second.
The other way is to simply make it just like regular un-morphed skill but limit the number of feared players to 1 and make it a ranged skill (25 - 28m range).
As for the Agony rework here are my thoughts:
Current Agony morphs:
Prolonged Suffering:Shackle an enemy in torment disorienting them for 30 seconds and dealing [x] Magic Damage over 7 seconds when the effect ends. You can only have one Prolonged Suffering at a time. The damage over time effect lasts for longer.Malefic WreathShackle an enemy in torment disorientating them for 30 seconds and damaging all nearby enemies when the effect ends for [x] Magic Damage plus 5% for each second the target was stunned. You can only have one Malefic Wreath at a time. Deals area damage when the effect ends.And here is the current PTS version:Agony: This ability and its morphs is now an ally-targeted spell that heals them over time and damages you for 50% of the amount healed. We also renamed this ability to Malevolent Offering.That is a drastic change - Removal of second NB CC ability. Instead we have healing ability that basically transfers health to a target and can even kill the caster... this is the part that should be fixed. You should not be able to kill yourself while healing an allay.
Malefic Wreath (Agony morph): This morph now grants Minor Mending when it deals damage to you, and has been renamed to Healthy Offering.
Prolonged Suffering (Agony morph): This morph now decreases the amount of self-inflicted damage dealt to you to 35% of the amount healed, and has been renamed to Shrewd Offering.
My suggestion:Ability could be be changed slightly. Make it to only heal while the caster has more health. When it drops to less than 30% of base health - it will heal the caster instead.I just hope that someone from ZOS team will actually read this and think this changes through. All of those changes fell a bit rushed and unthought - and some of them (especially NB Mass Hysteria changes) unnecessary.
Some feedback for Malevolent Offerings:
Sounded exciting at first, a nice HoT for NB healer with a unique cool mechanic in line with the whole blood magic and syphoning theme.
It's a free skill that can be targeted at one single ally, including oneself.
I tested the healthy offerings morph for its minor mending buff as a healer for the new trial.
It's a strong hot, it's free, and the damage I received back seemed manageable, I was able to heal through it.
However, being able to only heal a single ally from the whole trial group seems frankly quite useless. I tried to heal our tank with it but even the targeting was already a problem, trying to pick out one player amidst 11 others in the heat of battle is very difficult. Maybe it's more useful for 4-man content, but for trials I find it extremely impractical.
Interestingly, the skill can also be used as a self heal, if it's cast while not targeting any other ally.
This seems to be a much more practical use of it. From what I can tell it's healing and damaging me simultaneously, effectively just decreasing the strength of the HOT by the amount of damage it inflicts, it nets me about 1.7k hps self heal which is pretty good. The other morph would probably net me even more.
So what's the point of this skill?
The usefulness of it as a tool to heal group members is in my opinion very questionable, especially in a trial.
The only good use I can see is self healing for solo content or PVP, but MagNB already has a lot of self healing from other skills, so this seems like a wasted opportunity to me, it's just more of the same, instead of expanding the usefulness of Nightblade as a group healer it's just making them even more self-healy in PVP or vMA.
My suggestion:
Make this more useful for group healing instead of self-healing!
I would love this to be an AOE heal over time instead of single target, with output and inflicted damage scaled down accordingly. Weather this would be a targeted AOE like healing spring or affecting a number of allies in a certain range around caster I don't really care, anything would be more useful than only hitting one ally.
Or at least make it a smart targeting skill instead of manually, automatically choosing the lowest health target or something like that.
The self damage inflicted is an interesting mechanic that could justify it beeing an extraordinarily powerful heal to make up for the sacrifice.
With the other changes in recent patches, Nightblade has become more viable as a healer, I think if this new heal could be tweaked into something useful for group healing, it would help NB heal to come out of the shadows and make more people actually consider to play it.
Tommy_The_Gun wrote: »Ok so here is some feedback:
Link to current NB skills: http://elderscrollsonline.wiki.fextralife.com/Nightblade+Skills
Aspect of Terror morphs (currently in game):
Mass Hysteria:Summon a dark spirit to terrify up to 3 enemies, causing them to flee in fear for 4 seconds. Even after recovering, enemies have Movement Speed reduced 50% for 4 seconds and are afflicted with Minor Maim, which reduces their damage done by 15%. Also applies Minor Maim to the enemy when the fear ends, reducing their damage done.Manifestation of Terror:Conceal two sinister traps, one at the targeted location and another next to you, which take 3 seconds to arm and last for 33 seconds. When each trap is triggered, a dark spirit is summoned to terrify up to 2 enemies, causing them to flee in fear for 4 seconds. After the fear ends, their Movement Speed is reduced by 50% for 5 seconds. Creates two traps instead, which fear the enemy that trigger them.And here is the current PTS version:Shadow:The thing is that this skill and its morphs are purely PvP skills. Almost never used in PvE. All bosses are resistant to fear and there is no point in using fear on trash-mobs when you can literally vaporise them.
Mass Hysteria (Aspect of Terror morph):
This morph no longer fears an additional enemy, but only fears the same amount of enemies as the base ability (2 enemies). It continues to inflict Minor Maim as a morph effect.
Manifestation of Terror (Aspect of Terror morph):
This morph now fears up to 6 enemies per trap, up from 2, and the trap no longer triggers if a crowd control-immune enemy walks over it. Enemies can also now see an initial projectile marking the trap’s location.
Now, lets think of how this skills are used in PvP:
Fear is used only when you want to break fight and escape. NB attack from stealth, stunning the enemy and if they don't succeed in killing an enemy - they use fear to break fight and go back to stealth. Also - when a group is chasing you - you can fear them and escape.
The thing that makes the second morph (Manifestation of Terror) useless in PvP is basically this part:
The trap takes 3 seconds to arm. Even if you place it - someone can just walk or run over it (before 3 sec passed) and it will not trigger...
If you want to escape fast by the time you place a trap and it arms after 3 seconds - NB is dead. It does not matter how many players you can "fear". It does not matter if it is 6, 12 , 24, or even 100 players. 3 second of "arming" time pretty much kills this morph.
That is why - nobody will use it. It simply has a terrible flaw that disqualify it in any means and especially in PvP where 3 seconds feels like eternity.... And to add even more to it on PTS it is now visible to enemy when you place it.
- making it even more pointless.
As for the first morph (Mass Hysteria) - it is unnecessary to reduce the "feared" target to 2 (3->2). People will always complain even if it will fear only 1 player (especially magicka builds that often have no stamina recourse to break free). It is a sustain / survivability skill.
My suggestion:To make second morph a valid choice is to either reduce "arming" time significantly to like 0.5 or 1 second.
The other way is to simply make it just like regular un-morphed skill but limit the number of feared players to 1 and make it a ranged skill (25 - 28m range).
As for the Agony rework here are my thoughts:
Current Agony morphs:
Prolonged Suffering:Shackle an enemy in torment disorienting them for 30 seconds and dealing [x] Magic Damage over 7 seconds when the effect ends. You can only have one Prolonged Suffering at a time. The damage over time effect lasts for longer.Malefic WreathShackle an enemy in torment disorientating them for 30 seconds and damaging all nearby enemies when the effect ends for [x] Magic Damage plus 5% for each second the target was stunned. You can only have one Malefic Wreath at a time. Deals area damage when the effect ends.And here is the current PTS version:Agony: This ability and its morphs is now an ally-targeted spell that heals them over time and damages you for 50% of the amount healed. We also renamed this ability to Malevolent Offering.That is a drastic change - Removal of second NB CC ability. Instead we have healing ability that basically transfers health to a target and can even kill the caster... this is the part that should be fixed. You should not be able to kill yourself while healing an allay.
Malefic Wreath (Agony morph): This morph now grants Minor Mending when it deals damage to you, and has been renamed to Healthy Offering.
Prolonged Suffering (Agony morph): This morph now decreases the amount of self-inflicted damage dealt to you to 35% of the amount healed, and has been renamed to Shrewd Offering.
My suggestion:Ability could be be changed slightly. Make it to only heal while the caster has more health. When it drops to less than 30% of base health - it will heal the caster instead.I just hope that someone from ZOS team will actually read this and think this changes through. All of those changes fell a bit rushed and unthought - and some of them (especially NB Mass Hysteria changes) unnecessary.
Manifestation of terror is awesome on live. Finally after a change a few patches ago which made it terrible. The 3 seconds to arm isn't an issue once you get used to the skill. Please don't change it to 1 target at range.
Why do you hate Nightblades so much?ZOS_GinaBruno wrote: »This is the official feedback thread for Nightblades. Specific feedback that the team is looking for includes the changes on the Agony and Manifestation of Terror abilities.
Hello ,
I'll talk mostly here about the new agony (Malevolent Offerings).
Actually the idea was good but it has alot of weaknesses that will make it totally useless in pvp :
1) Magblade is already one of the squishiest class in cyrodiil right now ,making it sacrifying hp to heal another one is kinda meh.
2)You have to target someone to heal : ????? it's actually impossible in cyrodiil even with the help of the ui , every ally that will be nearer than the target you want to heal will take it instead of him and you'll basicaly lost hp for nothing by healing a random guy.
3)Rapid regen is way better this patch because of the vma resto staff up : don't need to target , heal yourself , gives magicka back and for mutagen ,can purge .Magblade in pvp basically don't have slots for random skill even if it's totally free.
4)Make the minor mending morph a selfhealing one if not targetting anyone : -> put the cost at like 2 k magicka and if you don't target an ally make it heal the caster for 50% of the base healing , it might be worth it to slot if like that ( should give around the same hots as rapid regen or even a bit more) / 1 target maximum possible.
Hello ,
I'll talk mostly here about the new agony (Malevolent Offerings).
Actually the idea was good but it has alot of weaknesses that will make it totally useless in pvp :
1) Magblade is already one of the squishiest class in cyrodiil right now ,making it sacrifying hp to heal another one is kinda meh.
2)You have to target someone to heal : ????? it's actually impossible in cyrodiil even with the help of the ui , every ally that will be nearer than the target you want to heal will take it instead of him and you'll basicaly lost hp for nothing by healing a random guy.
3)Rapid regen is way better this patch because of the vma resto staff up : don't need to target , heal yourself , gives magicka back and for mutagen ,can purge .Magblade in pvp basically don't have slots for random skill even if it's totally free.
4)Make the minor mending morph a selfhealing one if not targetting anyone : -> put the cost at like 2 k magicka and if you don't target an ally make it heal the caster for 50% of the base healing , it might be worth it to slot if like that ( should give around the same hots as rapid regen or even a bit more) / 1 target maximum possible.
Did you test the change?
1.) Magnb when properly built is definitely not one of the squishiest classes, not saying it doesn't have flaws but it's definitely not one of the squishiest.
2.) It's very easy to target allies with this heal, you aren't lining up headshots here.
3.) Rapid regen is far inferior to this heal, the tooltip on this heal can easily exceed 23K. The VMA staff doesn't change that fact.
4.) This IS a self heal if you don't target anyone, and one without a cost at that.
Hello ,
I'll talk mostly here about the new agony (Malevolent Offerings).
Actually the idea was good but it has alot of weaknesses that will make it totally useless in pvp :
1) Magblade is already one of the squishiest class in cyrodiil right now ,making it sacrifying hp to heal another one is kinda meh.
2)You have to target someone to heal : ????? it's actually impossible in cyrodiil even with the help of the ui , every ally that will be nearer than the target you want to heal will take it instead of him and you'll basicaly lost hp for nothing by healing a random guy.
3)Rapid regen is way better this patch because of the vma resto staff up : don't need to target , heal yourself , gives magicka back and for mutagen ,can purge .Magblade in pvp basically don't have slots for random skill even if it's totally free.
4)Make the minor mending morph a selfhealing one if not targetting anyone : -> put the cost at like 2 k magicka and if you don't target an ally make it heal the caster for 50% of the base healing , it might be worth it to slot if like that ( should give around the same hots as rapid regen or even a bit more) / 1 target maximum possible.
Did you test the change?
1.) Magnb when properly built is definitely not one of the squishiest classes, not saying it doesn't have flaws but it's definitely not one of the squishiest.
2.) It's very easy to target allies with this heal, you aren't lining up headshots here.
3.) Rapid regen is far inferior to this heal, the tooltip on this heal can easily exceed 23K. The VMA staff doesn't change that fact.
4.) This IS a self heal if you don't target anyone, and one without a cost at that.
Actually i tried it and the selfheal is less than rapid regen by calculation of the dmg taken + healing taken. (no cp into healing)
Edit:Battle Spirit doesn't reduce the dmg taken from this skill ,wich makes the skill worse than rapid regen when you're trying to heal yourself in pvp.