exeeter702 wrote: »RavenSworn wrote: »It's called playing smart. Yes it could kill you, but also the value of such a strong hot is inmense. Being able to support a group without sacrificing many skills into it allows you to pick more offensive skills. You could pretty much support a group of four with agony, funnel health and healing ward, and maybe some healing ults just by yourself under many circumstance. Honestly, as a mag warden main i'm quite jealous.The heal for Malevolent Offering is actually quite high but still i don't see any real use for it. Why would i use as healer a skill that could kill you?
I have to agree with you. a double / triple cast of Offering with you using Soul Tether ( instead of the weak sauce Soul Siphon)with also Degeneration up on the boss while using Lightning heavy attack with Siphoning Strikes up? you don't even need to have springs. Rapid + Offering + Degeneration + Dark Cloak...
I honestly don't know why people are going up in arms for this change. Agony aside from PvP was almost exclusively never used. There is no reason to run this skill when damage will just break it on the target.
HOWEVER I personally think they should have included a small burst of aoe heal at the last tick of Healthy Offering. Just the mending is the not enough 'buff' for the skill. could do it like Rally, where you can activate the skill again once casted to burst through the healing, with the damage dealt equally as well.
I'm personally trying it out with Imperium on a stamblade tank. this should really make it interesting.
I'm personally getting really tired of people saying "oh agony, it's never been flavor of the month, I haven't seen any streamers use it, that's a skill??? QQQ..."
It's been stated multiple times that many players have utilized the skill while leveling their character.
If there are 3 enemies but you can't handle 3 enemies, but you can handle 2. Using agony effectively takes one add/mob/enemy out of the fight for 30 seconds!
Ever done vdsa? Ever done vma/vmsa?
Ever tried to solo content such as dungeons, dolmans, etc..?
Ever thought of using agony temporarily on the stranglers that pop up???
USE YOUR BRAINS! Stop just copying every streamer or youtuber you watch, I know it's hard but ACTUALLY READ, then think about what you read. I know it hurts but you'll get use to it.
Ever run into archers? Maybe they're too far to gap close? AGONY them until you get around to fighting in their direction!
I know this comes as a shock, but you can develop tactics & strategies outside of what might be displayed on the internet.
People are going "up in arms", because they have read and have developed tactics and strategies outside of the norm and have made the current skill an effective part of their play style; yet that playstyle is in jeopardy of being taken away.
Taking away an interesting skill because it "wasn't popular" among a majority that neglected to think for themselves, in my opinion, is like intentionally shunning creativity & the ability to be different. Being effective in your own way was the reason that brought many to ESO in the first place.
If this skill gets changed to lose the ability to cc at ranged, it will just be interpreted as Zenimax does not want, allow, or value creativity amongst its players/community and only strives to preserve the status quo.
There is no future for those who not only do not inspire creativity, but even less for those who would react negatively to it or shun it.
With all due respect, labeling those that deemed the skill obsolete or ineffective as unwilling to "think for themselves" is incredibly disingenuous. I would even posit that its the inexperienced players that place too much useless stock into said skills. There are plenty of knowledgeable people in this game who are in a position to pick apart the varioud abilities in this game and come to reasonable conclusions as to which are simply outclassed and or obsolete vs others.
Your example of eliminating a single target so you can handle a pull, while reasonable in paper, is laughable. Ostensibly, at some point that was the intention of agony and other skills of its kind for pve at least, having a tool that removes a target from a pull. Over time this concept is completely pointless, group dungeons do not require that burning crusade heroics level of mob cc to clear hard pve group content. And for solo, you would be incredibly naive to think a single skill should be exclusivley tuned around solo content. Even in the days of VR, these hard pve mob CC abilities hardly earned a slot on your bar. Never once in my time playing this game since beta and early launch was i ever in need of such a tool.
For agony specifically, the damage it had baked into it was terrible, and since it broke on damage, its application in pvp was severely limited. Yes the garunteed stun in combination with its speed allowed for certain combos to work but even those are highly specific and circumstantial.
You are essentially advocating that zos allow a particlular skill take up a spot in a skill line exclusivley to cater to players of a lower level.
To say the thought oriented players are being punished because the majority of players cant think for themselves and deem the skill worthless and then go on to give an example about how the skill assists in doing content solo is what speaks volumes here....
You balance skills for the highest level of play, where it would be used to its fullest, then let it trickle down the totem pole for everyone. If you put training wheels on a skill, it will see no play for the large majority of the player base. The simple truth is that the skill was simply not used for a reason. At some point players improve and begin to realize said skills do not have a use to jusitfy slotting them. No one here is failing to understand agony's nuance.
deepseamk20b14_ESO wrote: »Make one agony morph stay as is and the other morph be one of the new ones. Problem solved.
Remove fear nerf. Go back to 3 targets.
If you are going to keep going with manifestation of terror change make the terror mines activate either instantly or after 1 second. 3 seconds is rediculous for a class that is "mobile".
A big step in the right direction would be to make the new healing skill scale off the highest stat, and to make siph passive also increase stam by 8%, not only magicka. Seriously, the entire siphoning tree is 90% magblade only.
Mystrius_Archaion wrote: »A big step in the right direction would be to make the new healing skill scale off the highest stat, and to make siph passive also increase stam by 8%, not only magicka. Seriously, the entire siphoning tree is 90% magblade only.
That's all class skills.
Most of the time, stamina has to choose a morph to get a skill to work for that resource and that morph costs a skill point that doesn't really give them increased benefit from the skill above the base level like the magicka morph does.
Welcome to "playing as designed" and not "play as you want".
Thing is it's really different levelling a toon now. since 1Tamriel mobs scale and because of that I don't know if Agony is the life saver it previously was. There is absoluty no doubt in my eyes it was 100% required by low level NB's when the game frst came out. Now? Probably less so.
Re soloing dolmens, did one on my lvl 48 warden a few days back. It was really easy, shockingly so. I've absiolutely no doubt my NB could solo one too, but he's got great gear, 660cp etc.
crobarXIII wrote: »Has anyone tried Malevolent Offering on a NB tank yet with about 16k magicka? Is the healing enough to drop a set like leeching or bahraha curse to be able to use a group buffing set?
PS4_ZeColmeia wrote: »
Summon Shade (and morphs)
I like this skill, but its damage is ridiculously low. I am not really suggesting a larger increase in base damage (although it might be slightly warranted especially with shadow image), but it should get the helm treatment from HOTR where they inherit our buffs. NB get a lot of self buffs, including the passives for being in cloak, and the fact that our pets don't take advantage of them is ridiculous.
This also should not pull us out of cloak, its a shadow skill for Akatosh's sake.
Grim Focus (all morphs)
The amount of hits required to proc the bow needs to be reverted. The overall change was great, however you need 2 resto or lighting channeled attacks to pull this off, or if weaving you basically only get 2 procs of it before you need to recast. You might get more if you're going against a practice dummy, but when you are moving, roll dodging, getting CC'd; you are lucky to get 2 casts of this. As of right now, this set really only favors torgue users (or other sets that proc off of LA). This would really really really make this skill worth taking.
Another option is to make casting the bow, simultaneously recast the skill (similar to the effect on elemental drain morph). This let's us effectively keep it up without interrupting our rotation which instantly makes it more worthwhile. In this scenario I would not lower the LA/HA requirement.
Hemorrhage
Needs to affect all types of crits and affect self (I believe based on the description it only affects the team). By affecting self, this makes shadowy disguise more valuable.
Dark Cloak
Needs a reduced cost. This would effectively make it the stamblade version.
Dark Vigor
Needs to be 25% at rank 2. This puts path at 12 seconds which would let you get a grim focus proc off and then rotate back in path without losing the effect.
Pressure Points
Increase the value per rank by 1.5 (ie at rank to it increases from 438 to 657). It might seem slightly OP, but think of this you need at least 1 of each skill type to get 8% increase to magicka (siphon) and 3% increase per skill slotted to HP (shadow). If you optimized to have only 1 siphon, 1 shadow, 1 weapon on both bars, that leaves 3 slots open (including ultimate). You then say front bar in many cases is soul harvest, you then have 2 slots on main bar and 3 on the back bar but really just 2 since your assassination ultimate is on your front bar.
exeeter702 wrote: »RavenSworn wrote: »It's called playing smart. Yes it could kill you, but also the value of such a strong hot is inmense. Being able to support a group without sacrificing many skills into it allows you to pick more offensive skills. You could pretty much support a group of four with agony, funnel health and healing ward, and maybe some healing ults just by yourself under many circumstance. Honestly, as a mag warden main i'm quite jealous.The heal for Malevolent Offering is actually quite high but still i don't see any real use for it. Why would i use as healer a skill that could kill you?
I have to agree with you. a double / triple cast of Offering with you using Soul Tether ( instead of the weak sauce Soul Siphon)with also Degeneration up on the boss while using Lightning heavy attack with Siphoning Strikes up? you don't even need to have springs. Rapid + Offering + Degeneration + Dark Cloak...
I honestly don't know why people are going up in arms for this change. Agony aside from PvP was almost exclusively never used. There is no reason to run this skill when damage will just break it on the target.
HOWEVER I personally think they should have included a small burst of aoe heal at the last tick of Healthy Offering. Just the mending is the not enough 'buff' for the skill. could do it like Rally, where you can activate the skill again once casted to burst through the healing, with the damage dealt equally as well.
I'm personally trying it out with Imperium on a stamblade tank. this should really make it interesting.
I'm personally getting really tired of people saying "oh agony, it's never been flavor of the month, I haven't seen any streamers use it, that's a skill??? QQQ..."
It's been stated multiple times that many players have utilized the skill while leveling their character.
If there are 3 enemies but you can't handle 3 enemies, but you can handle 2. Using agony effectively takes one add/mob/enemy out of the fight for 30 seconds!
Ever done vdsa? Ever done vma/vmsa?
Ever tried to solo content such as dungeons, dolmans, etc..?
Ever thought of using agony temporarily on the stranglers that pop up???
USE YOUR BRAINS! Stop just copying every streamer or youtuber you watch, I know it's hard but ACTUALLY READ, then think about what you read. I know it hurts but you'll get use to it.
Ever run into archers? Maybe they're too far to gap close? AGONY them until you get around to fighting in their direction!
I know this comes as a shock, but you can develop tactics & strategies outside of what might be displayed on the internet.
People are going "up in arms", because they have read and have developed tactics and strategies outside of the norm and have made the current skill an effective part of their play style; yet that playstyle is in jeopardy of being taken away.
Taking away an interesting skill because it "wasn't popular" among a majority that neglected to think for themselves, in my opinion, is like intentionally shunning creativity & the ability to be different. Being effective in your own way was the reason that brought many to ESO in the first place.
If this skill gets changed to lose the ability to cc at ranged, it will just be interpreted as Zenimax does not want, allow, or value creativity amongst its players/community and only strives to preserve the status quo.
There is no future for those who not only do not inspire creativity, but even less for those who would react negatively to it or shun it.
With all due respect, labeling those that deemed the skill obsolete or ineffective as unwilling to "think for themselves" is incredibly disingenuous. I would even posit that its the inexperienced players that place too much useless stock into said skills. There are plenty of knowledgeable people in this game who are in a position to pick apart the varioud abilities in this game and come to reasonable conclusions as to which are simply outclassed and or obsolete vs others.
Your example of eliminating a single target so you can handle a pull, while reasonable in paper, is laughable. Ostensibly, at some point that was the intention of agony and other skills of its kind for pve at least, having a tool that removes a target from a pull. Over time this concept is completely pointless, group dungeons do not require that burning crusade heroics level of mob cc to clear hard pve group content. And for solo, you would be incredibly naive to think a single skill should be exclusivley tuned around solo content. Even in the days of VR, these hard pve mob CC abilities hardly earned a slot on your bar. Never once in my time playing this game since beta and early launch was i ever in need of such a tool.
For agony specifically, the damage it had baked into it was terrible, and since it broke on damage, its application in pvp was severely limited. Yes the garunteed stun in combination with its speed allowed for certain combos to work but even those are highly specific and circumstantial.
You are essentially advocating that zos allow a particlular skill take up a spot in a skill line exclusivley to cater to players of a lower level.
To say the thought oriented players are being punished because the majority of players cant think for themselves and deem the skill worthless and then go on to give an example about how the skill assists in doing content solo is what speaks volumes here....
You balance skills for the highest level of play, where it would be used to its fullest, then let it trickle down the totem pole for everyone. If you put training wheels on a skill, it will see no play for the large majority of the player base. The simple truth is that the skill was simply not used for a reason. At some point players improve and begin to realize said skills do not have a use to jusitfy slotting them. No one here is failing to understand agony's nuance.
It should scale off of max stats and weapon damage and weapon crit.Make it a intresting ability in pve and pvp for both version of Nightblade.Strongly agree with @Gilliamtherogue on the point made about Shades.
Their damage should definitely scale to spell damage and crit
The gentlemen who @Gilliamtherogue was responding to suggested the shades gain the player's buffs too which is another interesting way to go about it
https://forums.elderscrollsonline.com/en/discussion/251063/pc-mac-patch-notes-v2-3-52.3.5 Patch Notes wrote:Shadow Cloak: This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active.
The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility.
2.3.5 Patch Notes wrote:...I can't believe how we're rolling over and letting ZOS nerf Mass Hysteria.
exeeter702 wrote: »Thing is it's really different levelling a toon now. since 1Tamriel mobs scale and because of that I don't know if Agony is the life saver it previously was. There is absoluty no doubt in my eyes it was 100% required by low level NB's when the game frst came out. Now? Probably less so.
Re soloing dolmens, did one on my lvl 48 warden a few days back. It was really easy, shockingly so. I've absiolutely no doubt my NB could solo one too, but he's got great gear, 660cp etc.
It was 100 percent never required at any stage of this games lifespan for NBs in any content.
2.3.5 Patch Notes wrote:...I can't believe how we're rolling over and letting ZOS nerf Mass Hysteria.
Agree with this. Feels like they cant give something without taking away something else. Balance doesn't have to work like that.
ZOS_Wrobel wrote: »We’d like to address a few common concerns we’ve been seeing in this thread. First: Agony. We appreciate all the feedback we’ve received so far on the changes to this ability, but understand some of you feel casting Agony on multiple players currently feels too risky. To counter this, we’re planning to change this to an upfront cost instead of damage each tick, and reduce its duration. We also want to make Executioner more useful, and will be implementing some changes in an upcoming PTS patch. This will include having it give resources back instantly, and making it proc when an enemy dies within a couple seconds of using an Assassination ability.
As an aside, we’re also looking at making Assassin’s Will an instant cast instead of having it be a super short cast.
We’ve also seen requests to modify Power Extraction, and to add an ability that scales off your maximum health. While we won’t be addressing these in this update, it’s something we’re exploring for the future.
We appreciate everyone who’s taken the time to test the class changes on the PTS and provide feedback. Keep it coming!