VaxtinTheWolf wrote: »I spent a short amount of time trying things out on my Nb healer and NB tank. Here are my initial opinions:
Dark Cloak
4 ticks of healing, each tic can crit. It seems okay, though I think that the Minor Protection buff should be extended to 6 seconds at max rank to be even with the Shadow Barrier passive of 6 seconds of Major Resistances. This will save a little bit on magicka having to use the ability less often for just the Protection buff.
Refreshing Path
I have no comment on the damage reduction, but I feel that The healing amount should be left as it is on Live.
Strife
I personally don't like the cost increase on this skill. It may not bother my Healer as much in the long run, but it really hits my Tank's magicka sustain, causing me to use this skill less often, mostly Per 10 seconds for the HoT effect.
Malevolent Offering
The tooltip confuses me a little bit. I'm not sure which values of the health cost it's actually using.
The Smart Heal will target pets as well as players. I don't agree with this behavior. I think it should only effect ally players, or at least prioritize them over a pet. (It was targeting the summoned pets from the proc healing sets like Chokethorn.)
The damage this ability does to you over time procs sets like Gorothar, Pirate Skeleton, and Bloodspawn. In the case of Bloodspawn, it will grant you it's 14 ultimate while out of combat.
The Dark Cloak change is bad. As someone who has always used this offensively, it doesn't feel good to be forced into the more common morph. I think there are plenty of other skills that can have a max health heal.
A Max health heal while still having access to cloak would be too much.
Initial thoughts, i've not patched yet or logged in, but here goes:
Strife - "This change was made to put the Strife ability cost more in line with other similar types of abilities, such as Force Shock." - I don't consider this a reason but more of a guideline. Strife is part of the siphoning tree, which I beleive is meant to be the NB healing tree. Force Shock is destro which is a DPS skill. It also has already had one cost increase. It's siphoning line, reducing it's damage by 50% and increasing it's healing by 50% would of been more appropriate if it needed altering, and/or balancing with an alternative skill, like one in the resto staff line.
Veiled strike & blur should swap positions. Blur is more tanky, and strike is damaging. It would give an addition option for procing executioner, where two of the skills won't. Three if you consider grim focus, as at the time of it to proc, it's more likely you'll be using killer's Blade. Passives also suit the skills much better if they are swapped.
The Dark Cloak change is bad. As someone who has always used this offensively, it doesn't feel good to be forced into the more common morph. I think there are plenty of other skills that can have a max health heal.
A Max health heal while still having access to cloak would be too much.
Yes, agree with this. Also a tanky NB is not going to be one that's running around in stealth, magicka or otherwise. Least not in my head. It's also still possible to slot vigor and have a decent heal for stam NB. It's a good choice, one or the other.
You misunderstand. Revert dark cloak. Make a different skill heal max health.
ssewallb14_ESO wrote: »On the Strife nerf,
I've been experimenting with Force Pulse in PvP in light of this.
Force Pulse is:Strife:
- More damage (if you account for Penetrating Magic and Altmer/Dunmer racials, it might even be more or the same without racials)
- Unreflectable, which is very strong as the rest of the ranged mNB kit is reflectable. Allows much more pressure against DKs and Wardens.
- Can be much more reliably animation canceled in lag
- No need to slot an extra skill to get Ancient Knowledge, allowing use of better alternative abilities
- Doubles the uptime of status effects. This might not seem like much, but burning adds quite a bit of pressure if your damage is already pressure based.
The actual strength of this ability was being able to stack more damage as a return for it's cheaper cost. Without that, it's a very weak skill compared to FP/CS. I'll definitely be using FP if this nerf goes through.. I might even use it anyway, it's much better than I thought initially.
- While minor vitality is strong, much of the effect is lost by being front-bar'd, especially if you're damage shield based.
- The HoT won't proc against block, can be "mitigated" (including against damage shields, no crits), and can be negated by dodging/reflecting the base damage, making it very weak in most practical situations. The strength of the HoT doesn't translate to PvP at all due to the ways to avoid and mitigate it. I don't even notice it's gone.
I advice you to reconsider Strife increase.
There were several threads made about this change in past weeks, a lot of player feedback was given.
You want to bring it more in line with Force Pulse, but it totally makes no sense. Why you don't reduce cost of Force Pulse instead to match Strife one?
You want to have more diversity in builds, but don't you see that with these kind of changes you are the one who kills diversity?
Now every magblade in PvE will use Force Pulse instead of Strife. Strife will become useless nearly everywhere except vMA and PvP.
This is how you increase diversity? Open your eyes finally. There will be none.
Another thing: after Dragon Bones Assassin's Will is broken. It was reported many times that if you have proc ready on your bar and you exit the combat, proc disappears even if you have still Merciless Resolve active.
It was never confirmed as intended change, and in today's patch notes there was still no word about it. This causes frustration in content like vMA, where you exit combat all the time.
It's partially useless in PvP too
exeeter702 wrote: »@ZOS_Wrobel
In my opinion, NB healers revolve around managing the uptime on hots, including funnel health. The funnel health morph should have the effect of reduced cost (ending up being unchanged from live) and maybe healing more and dealing less damage than it currently does. Then let it smart heal any 2 allies as opposed to the caster and 1 ally.
Swallow soul could retain the damage it does on live and receive a slight cost increase to around 2100. And force pulse should be reduced to 2100 base cost as
well.
The 2 skills are absolutely equally weighted based on what they provide for their cost, but i feel the cost for both skills is a bit too high.
Nerftheforums wrote: »Stamblade changes - PVP perspective only
For the lazy readers: nerf incap by changing major defile to minor OR by reducing the effect of major defile and the damage buff to 3 seconds.
Arguments:
No more guaranteed crit heals in cloak: I do agree a lot on the changes made to shadowy disguise. Nightblades (stam in particular) are the class that is supposed to have amongst the higher burst and kill potential in the game, not the ability to heal like crazy. Now, it will be more difficult to do it, so I'm happy with that (yes, I like hardcore gameplay, just as I like balance).
Incapacitating strike: I do realize a lot of people cry because of this since it is very strong, cheap and they might have some l2p issues, yet I would like to bring up a couple arguments:
- It is the cheapest ulti in the game, yet it is purely single target (not like leaps, meteor, dbos, crescent/empowering sweep, etc.). The only exception to this is soul harvest, obviously, and soul assault. The latter is better under certain pov because u can time it with curse/fissure/power of the light/inferno/deep breath/etc to gain an almost guaranteed kill on a non-blocking target. Yet, I do understand it is not as used as incap and is not perceived as strong now.
- The stun cannot be removed imo. Why? Because the only class/guild ulti that has direct damage as a main source of damage and does not stun are the templar's sweep (crescent & empowering) and soul harvest. As all pvpers might have noticed, it is rare to encounter a templar or magblade using one of these ultis because stun = opportunity window to kill someone. A perfect example is the fact that several magblades use incap for the stun (and defile) over soul harvest. Remove the stun, and 80% of stamblades will be using dbos. We want balance, not removing skills from a class' portfolio.
- The damage is on par with any other direct damage ultimate. Not higher than the ones providing a DoT (crescent sweep, dbos, meteor, and fragment, lol), yet lower than the ones with no secondary effect (leaps), which makes sense. Thus, a nerf to the damage would not make the skill balanced imo.
- A cost increase is not the solution. It will still hit overall too hard and people will continue to cry, as it has been in the past. Moreover, again, it is single target. With the ultimates above mentioned, almost every class can kill several targets if the positioning is correct and the preparatory phase to the ulti is correct. With incap you cannot. You need it to kill, and it allows you to kill only one target. Because of this, I do not believe an increase in the cost is the solution.
Proposed solutions:
Yet, incap is indeed a bit too strong but, especially, too easy to use. Even though it is indeed getting an indirect nerf via the change to empower, it needs a bit of rework. Thus, I propose ONE of the following:
- Change major defile to minor: lets be honest, defile is game changing. VERY strong, yet so common in the game from sets (cyro's crest, durok's), poisons and non-ulti skills (rev bash, warden's circle of death, dark flare). Imo defile should be something "difficult" to achieve and tied to something that does not grant an 100% uptime, just like an ultimate. Because of this, I do believe the removal of defile is wrong.For example: if you incap a non-potato dk, templar or warden and they break free with the reaction of a decent/good player, you will never kill them. They will just hold block and heal enough to get out of the danger zone. You need the defile to kill the tankiest targets, no doubt, but major might be too much, especially because of how well befoul scale (please change the scaling of that perk, prettyplease).
- Decrease the duration of both the major defile and the buff to the damage to 3 seconds (suggested change): 6 seconds is waaaaaaaaaaaaaaay too much. I don't like being incapped just as anybody else. Why? Because I know that for SIX seconds I will be at a disadvantage. Any good nightblade does not need and does not deserve so much time to kill someone. Nightblades are assassins, they should hit super hard and fast, and then disappear. This justifies the presence of both the defile and the increase in damage. Moreover, incap is the fundamental skill in every nightblade's killing rotation, and as almost every other class (sorc and warden excluded), they need that ultimate to kill someone that knows at least a bit what they are doing. Nbs (stam especially) are amongst the squishiest classes, and should (and do) have amongst the higher bursts. Yet, this does not justify a 6 second heal debuff and increase in damage. It is too much, not needed and not rewarding. 3 are more than enough to finish a target and will kill the threat that all non-skilled nightblades pose upon anyone in pvp.
Rohamad_Ali wrote: »exeeter702 wrote: »@ZOS_Wrobel
In my opinion, NB healers revolve around managing the uptime on hots, including funnel health. The funnel health morph should have the effect of reduced cost (ending up being unchanged from live) and maybe healing more and dealing less damage than it currently does. Then let it smart heal any 2 allies as opposed to the caster and 1 ally.
Swallow soul could retain the damage it does on live and receive a slight cost increase to around 2100. And force pulse should be reduced to 2100 base cost as
well.
The 2 skills are absolutely equally weighted based on what they provide for their cost, but i feel the cost for both skills is a bit too high.
I agree with this . The current nerf is too much and the notion a class skill needs to be in line with a weapon skill seems to me to be an elitist meta dungeon runner ideology . We are talking about almost double the cost on a unique class spammable and making it no longer spammable as well as subject to dodge and reflect . This needs to negotiated down to respect average players that are not parse meta players . Wrobel should know better then to pigeon hole players because of top end meta players in dungeons . The theory it needs to be nerfed down to a weapon skill line accessible to all classes is silly and even some meta players have admitted this openly on TC streams . It's being called too much and no longer useful . Understanding this is a first round PTS change I believe turning back the dial is imperative next cycle .
"In a gank, the victim is already stunned by the opener, and if not, they'll be stunned by Ambush, so the follow up with Incap doesn't need a CC."
Ambush does not stun, and stunning with ambush -> S.A. won't be a thing anymore due to the changes to how ambush works
exeeter702 wrote: »Rohamad_Ali wrote: »exeeter702 wrote: »@ZOS_Wrobel
In my opinion, NB healers revolve around managing the uptime on hots, including funnel health. The funnel health morph should have the effect of reduced cost (ending up being unchanged from live) and maybe healing more and dealing less damage than it currently does. Then let it smart heal any 2 allies as opposed to the caster and 1 ally.
Swallow soul could retain the damage it does on live and receive a slight cost increase to around 2100. And force pulse should be reduced to 2100 base cost as
well.
The 2 skills are absolutely equally weighted based on what they provide for their cost, but i feel the cost for both skills is a bit too high.
I agree with this . The current nerf is too much and the notion a class skill needs to be in line with a weapon skill seems to me to be an elitist meta dungeon runner ideology . We are talking about almost double the cost on a unique class spammable and making it no longer spammable as well as subject to dodge and reflect . This needs to negotiated down to respect average players that are not parse meta players . Wrobel should know better then to pigeon hole players because of top end meta players in dungeons . The theory it needs to be nerfed down to a weapon skill line accessible to all classes is silly and even some meta players have admitted this openly on TC streams . It's being called too much and no longer useful . Understanding this is a first round PTS change I believe turning back the dial is imperative next cycle .
The cost nerf is high yes, but it should be noted (as i did not saying anything of the sort) that class skills and universal skills should not be weighted under different criteria, they should fufill different niches yet should remain anagolous to one another. Being class skills has no bearing on an ability doing X damage for Y cost any more than a weapon skill should. I belive this to be ZOS stance as well. For good reason.
VaxtinTheWolf wrote: »After thinking about it a little bit, I find myself highly attached to the Healthy Offering morph for the minor mending buff. I think Shrewd Offering should benefit from an increased heal in addition to the reduced cost.
Either you have a more efficient version of Malevolent Offering, or choose minor mending to boost all of your overall healing.
I'm not sure how to make Shrewd Offering more enticing compared to Healthy.
GreenSoup2HoT wrote: »Would be nice if cloak purged dots instead of suppressing them. Reduce server lag.
It did this back in the das it was really overperfoming.
arkansas_ESO wrote: »Malevolent Offering should work as a self heal. The past two iterations of it have both worked as self heals, other conal AOE heals like Warden's Soothing Spores work as a self heal, single-target heals like Healing Ward and Honor the Dead can heal the caster, and so on.
Teleport Strike: Fixed an issue where casting this ability and its morphs would not remove you from invisibility.
arkansas_ESO wrote: »Malevolent Offering should work as a self heal. The past two iterations of it have both worked as self heals, other conal AOE heals like Warden's Soothing Spores work as a self heal, single-target heals like Healing Ward and Honor the Dead can heal the caster, and so on.
Truthfully I think crescent sweep should replace its DoT with Major Defile. Stamplars use dawnbreaker and magplars use destro ult for pve DPS. I think that ultimate's base ability should cause Major Defile.
@ZOS_GinaBruno
Changing the major defile to minor defile would allow skilled and prepared nightblades to stack the minor with major from Lethal Arrow, not so much nerfing the ultimate as raising the skill level with an attendant gain in benefit.
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Truthfully I think crescent sweep should replace its DoT with Major Defile. Stamplars use dawnbreaker and magplars use destro ult for pve DPS. I think that ultimate's base ability should cause Major Defile.
Interesting idea... but you'd probably see it about as often pvp as Standard. Problem with using an ult for aoe Defile is Corrupting Pollen still exists. And the templar toolkit just doesn't have any hard hitting abilities except a channel that also has Major Defile on it.
AddictionX wrote: »@ZOS_GinaBruno
Changing the major defile to minor defile would allow skilled and prepared nightblades to stack the minor with major from Lethal Arrow, not so much nerfing the ultimate as raising the skill level with an attendant gain in benefit.
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Major and minor defile stacking behind a burst skill is not a way to balance the skill minor defile stacking should be restricted to poisons, and sets.
NightbladeMechanics wrote: »People will complain about Incap. A low cost ulti which applies a ton of debuffs is a sound concept for the debuff class. It just can’t burst as hard as it does currently.Teleport Strike: Fixed an issue where casting this ability and its morphs would not remove you from invisibility.
I have a serious problem with this. Being able to cloak > Teleport Strike > Veiled Strike stun targets has been a core nightblades class mechanic since forever. Removing it is an unnecessary reduction of the class’s mechanical depth. It’s diluting class identity and pulling power out of the class to compensate for power creep from item sets and CP. It’s a slap in the face to nightblades honestly.
You already reduced Ambush > Incap stealth gank damage by reworking empower. Weaving to take advantage of the new empower would pull you out of stealth upon arrival anyways.
If it’s an issue with the extended cc duration passive layering with the stuns, then just get rid of the passive.