I fully support this. Nightblade buffs best buffs.With that logic ZOS should buff NBs even more, possibly through the roof. Because then they don’t have to resort to ganking. What will happen is that the NBs still take the ganks gladly while rejoicing about more combat options. It will work out. Really grateful for these changes.
As a stamnb main i should be happy about these changes but no, this is just another nail in the coffin for combat balance.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
And we get buffs to the strongest Base burst ability in the game to make it even more noob friendly.
On PC EU there are maybe 10-15 stamnbs who reliably hit their enemies with incap+will with every attempt because they think about their gameplay. With these changes the biggest light attack spamming scrubs can get the bow reliably and can deal massive burst damage.
Say hello to even more Xv1 tools for another class
As a stamnb main i should be happy about these changes but no, this is just another nail in the coffin for combat balance.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
And we get buffs to the strongest Base burst ability in the game to make it even more noob friendly.
On PC EU there are maybe 10-15 stamnbs who reliably hit their enemies with incap+will with every attempt because they think about their gameplay. With these changes the biggest light attack spamming scrubs can get the bow reliably and can deal massive burst damage.
Say hello to even more Xv1 tools for another class
You know, we disagree often. But kudos to you for saying as it is. The NB buffs are hilarious especially if you take the PvP performance of Wardens on the one hand and Templars on the other hand into account.
GaunterODim wrote: »Well, heavy armor being meta mainly came to life when gankblades were so op that you usually could not survive any ganks were you not wearing heavy. People had to turtle up against all the viper/velidreth and that turtling around unfortunately hasnt gone yet as the tankiness is too beneficial to not have.
FlamingBeard wrote: »GaunterODim wrote: »Well, heavy armor being meta mainly came to life when gankblades were so op that you usually could not survive any ganks were you not wearing heavy. People had to turtle up against all the viper/velidreth and that turtling around unfortunately hasnt gone yet as the tankiness is too beneficial to not have.
Some still use heavy armor because ZOS keeps buffing gankers.
After reading patch notes 3.2.2 and experimenting in 3.1.1 I came to realize that the assassin's will buff is actually a godsend to non-NB's looking at it from a PvP perspective. Now, you are probably thinking:
"Why would I be happy that ANOTHER class is doing more damage?!?"
and the reason you should be happy is because when this patch is gonna go live and you enter cyrodil you will actually be fighting some magblade instead of being 1-shot by them. Allow me to explain:
With the dragon bones dlc dropping it will be bringing the new BiS gankblade set: Caluurion’s Legacy. Now let me show you the simple math:
((Caluurion’s Legacy + Spinners + crit damage (Shadowy Disguise) + Minor Berserk (Merciless Focus) + Empower (Inner Light)+ Glyph of Prismatic Onslaught (relevant if you're a vampire) + Fully charged inferno staff heavy + destructive clench) X CP magic damage bonus) / 1 Second (The amount of time you will be taking ALL of this damage in) = You (who isn't paying attention while riding through the fields of cyrodil) dead
However, with the assassin's will buff comes diversity. Keep in mind that assassin's will is the hardest hitting ability so with the buff it will keep magblade FIGHTERS (not gankers) still relevant so we won't be NEEDING to resort to ganking. What that means for you is less frustration, so stop complaining and start thanking.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
if you think that the CC on incap is what makes nightblades strong, you have no idea how a nightblade works. The 20% dmg increase + defile is what makes incap so powerful, the stun and the burst of incap is not very different from DBoS/Leap. Surviving the incap is not hard, the hard part is not dying a few seconds latter with the defile and 20% dmg taken debuff on you.
Thanks for giving me this advice i mean i play stamnb since beta but yeah i don't have any idea how stamnb works.
The stun on incap in conjunction with the other buffs make this skill op. However the other 2 buffs are remarkable for incap and shouldn't be removed as they make stamnb bursty what they should be, the cc on the other side pushes the bursty nature way over the top and it is completely different than leap or dbos.
Why?
1. Stamnb has access to the strongest instant spammable in the game that gets buffed by 20% from incap for the duration of 6 sec after incap. Stamnb also has access to the second best nuke ability in the game only beaten by magnbs counterpart of assassin's will.
If you stun an opponent with incap, which i pretty easy as you can hit people mid dodgeroll when it lags due to the fastest travel time in the game for any skill
With incap+will you can easily dish out 25k dmg in 1 seconds because of the stun, if you remove the stun on incap you either have to fear your enemy beforehand or you hope that your enemy doesn't block or dodge after the incap.
These problems don't apply on leap or Dbos because the classes using them don't have such a strong follow-up and especially no 20% damage boost for trade next 6 seconds.
Removing the damage boost from incap would also make stamnb crap in pve once again. So you can only adjust 3 things: increase the cost by a lot, remove the cc or nerf the damage.
The first 2 hurt nbs in pve the last one doesn't and it balances nbs just fine.
You can see that the cc is the problem on incap when every magnb is running it over soul harvest you know there is something wrong and the only direct combat difference is the cc if it goes stamnb finally becomes more balanced .
It’s easy to dodge an Animation canceled Incap with the usual lag if you’re not dueling, don’t have major evasion or are a Stam build by chance? Ah.
@DDuke
I mixed it up with DBoS, that’s why I deleted my comment. My bad. Still, I think that Incap is a tad overloaded. I agree though that it can be difficult to land against a good player.
Thanks for giving me this advice i mean i play stamnb since beta but yeah i don't have any idea how stamnb works.
the good-old "i'm a beta player, trust me".The stun on incap in conjunction with the other buffs make this skill op. However the other 2 buffs are remarkable for incap and shouldn't be removed as they make stamnb bursty what they should be, the cc on the other side pushes the bursty nature way over the top and it is completely different than leap or dbos.
Why?
1. Stamnb has access to the strongest instant spammable in the game that gets buffed by 20% from incap for the duration of 6 sec after incap. Stamnb also has access to the second best nuke ability in the game only beaten by magnbs counterpart of assassin's will.
Incap is the only non-magika stun that a stamblade have. Fear and the SA stun from stealth require magic, if you remove the CC for incap, you kill a lot of build variety and combos.If you stun an opponent with incap, which i pretty easy as you can hit people mid dodgeroll when it lags due to the fastest travel time in the game for any skill
incap dosn't have travel time, is instant meele. And is really easy to dodge, unlike other ultimates.With incap+will you can easily dish out 25k dmg in 1 seconds because of the stun, if you remove the stun on incap you either have to fear your enemy beforehand or you hope that your enemy doesn't block or dodge after the incap.
I can dish that damage with every stamclass in the game, just different combos. In fact, i can get more burst of a stamplar or a stamwarden than a nightblade.These problems don't apply on leap or Dbos because the classes using them don't have such a strong follow-up and especially no 20% damage boost for trade next 6 seconds.
Maybe you want to go back to those classes. A stamplar for example, with PoTL and burning light proccing from undoggeable jabs after the DBoS is way more more burst than a nb combo.Removing the damage boost from incap would also make stamnb crap in pve once again. So you can only adjust 3 things: increase the cost by a lot, remove the cc or nerf the damage.
The first 2 hurt nbs in pve the last one doesn't and it balances nbs just fine.
Incap just need the dmg debuff tunned down a little bit and the befoul CP passive nerfed. Nothing more, nothing less.You can see that the cc is the problem on incap when every magnb is running it over soul harvest you know there is something wrong and the only direct combat difference is the cc if it goes stamnb finally becomes more balanced .
The problems with magNB are not related with incap/soulharvest.
@DDuke
I mixed it up with DBoS, that’s why I deleted my comment. My bad. Still, I think that Incap is a tad overloaded. I agree though that it can be difficult to land against a good player.
Oh, I do get by it a lot (on mDK atleast, not on my stam builds). I try not to dodge roll too much when it drains a third of my stamina pool :P
But there's always a health/mitigation threshold you can calculate to survive any known combo in the game.
And if you can survive that combo from a stamblade, then there's very little a stamblade can do until their next Incap is up as there's no delayed burst; things like Implosion, Shalks, Purifying Light etc that can surprise you.
It's just Incap+Merciless & they start spamming execute. If you can eat the first two & then cast Healing Ward the danger is over.
As a stamnb main i should be happy about these changes but no, this is just another nail in the coffin for combat balance.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
And we get buffs to the strongest Base burst ability in the game to make it even more noob friendly.
On PC EU there are maybe 10-15 stamnbs who reliably hit their enemies with incap+will with every attempt because they think about their gameplay. With these changes the biggest light attack spamming scrubs can get the bow reliably and can deal massive burst damage.
Say hello to even more Xv1 tools for another class
@DDuke
I mixed it up with DBoS, that’s why I deleted my comment. My bad. Still, I think that Incap is a tad overloaded. I agree though that it can be difficult to land against a good player.
Oh, I do get by it a lot (on mDK atleast, not on my stam builds). I try not to dodge roll too much when it drains a third of my stamina pool :P
But there's always a health/mitigation threshold you can calculate to survive any known combo in the game.
And if you can survive that combo from a stamblade, then there's very little a stamblade can do until their next Incap is up as there's no delayed burst; things like Implosion, Shalks, Purifying Light etc that can surprise you.
It's just Incap+Merciless & they start spamming execute. If you can eat the first two & then cast Healing Ward the danger is over.
Well if they are at least decent they time it with the PI dot which hits for 4-5k with masters bow.
As a stamnb main i should be happy about these changes but no, this is just another nail in the coffin for combat balance.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
And we get buffs to the strongest Base burst ability in the game to make it even more noob friendly.
On PC EU there are maybe 10-15 stamnbs who reliably hit their enemies with incap+will with every attempt because they think about their gameplay. With these changes the biggest light attack spamming scrubs can get the bow reliably and can deal massive burst damage.
Say hello to even more Xv1 tools for another class
You're way overreacting over this buff. It barely changes anything for good players, and it doesn't make it noob friendly but rather less-noob-punishing. And you say "even more noob friendly", but this ability is pretty much the definition of the opposite of being noob friendly.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
if you think that the CC on incap is what makes nightblades strong, you have no idea how a nightblade works. The 20% dmg increase + defile is what makes incap so powerful, the stun and the burst of incap is not very different from DBoS/Leap. Surviving the incap is not hard, the hard part is not dying a few seconds latter with the defile and 20% dmg taken debuff on you.
1. Stamnb has access to the strongest instant spammable in the game that gets buffed by 20% from incap for the duration of 6 sec after incap.
As a stamnb main i should be happy about these changes but no, this is just another nail in the coffin for combat balance.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
And we get buffs to the strongest Base burst ability in the game to make it even more noob friendly.
On PC EU there are maybe 10-15 stamnbs who reliably hit their enemies with incap+will with every attempt because they think about their gameplay. With these changes the biggest light attack spamming scrubs can get the bow reliably and can deal massive burst damage.
Say hello to even more Xv1 tools for another class
You're way overreacting over this buff. It barely changes anything for good players, and it doesn't make it noob friendly but rather less-noob-punishing. And you say "even more noob friendly", but this ability is pretty much the definition of the opposite of being noob friendly.
As a stamnb main i should be happy about these changes but no, this is just another nail in the coffin for combat balance.
Stamnb didn't need any buffs, they needed nerfs in fact not many but removing the cc of incap would bring them in line with the other classes.
And we get buffs to the strongest Base burst ability in the game to make it even more noob friendly.
On PC EU there are maybe 10-15 stamnbs who reliably hit their enemies with incap+will with every attempt because they think about their gameplay. With these changes the biggest light attack spamming scrubs can get the bow reliably and can deal massive burst damage.
Say hello to even more Xv1 tools for another class