I was told to wait until week three and here we are. The skill remains to costly for what it offers. I'm tired of the class getting worse and worse but at the same time "Easier to play." A 40% cost increase is unacceptable.
So Magblade isn't really over preforming much in comparison to stamblade in PvP Environments. I'm honestly shocked to see Magblade gets hit with a strife nerf (and stamblade still has ez sustain). Which is the one thing ZoS could do to actually truly annoy me. With this change to strife the skill is no longer really unique anymore and it doesn't even fix the issue of them over-preforming in PvE environments. It literally only punishes solo players and people who PvP. Many roleplayers (myself included) started playing a nightblade two years ago cuz strife was a fun skill and not overly punishing. Most those people are still very casual and will probably wish they choose something else to play. In addition to this most tanks use this skill for healing so the cheap cost is very necessary for them, another skill that tanks use for healing is burning embers which is FAR cheaper than strife is on live. A solution would be to make Strife cost about as much or slightly less then concealed weapon. That way the uniqueness of the skill in preserved and it still does less damage than Concealed Weapon and Force pulse. I can get behind a cost increase but the current amount that is proposed is pretty stupid as it doesn't do anything but hurt an audience it's not supposed to. If they'd make it unreflectable, increase the base healing/make it's healing done it's own value as opposed to a percentage of damage done, allow Strife's individual ticks to crit again/make the HOT value not refresh each time it's cast but instead when it's value becomes higher, it'd still be worth slotting as a defensive counterpart to Force Pulse's pure damage. But hey lets give mDK more sustain and make it even more powerful than it already is (Which is fine, but not if strife has the cost of force-pulse).
Now Force Pulse and Strife cost the same, so why would anyone use Strife instead of the objectively better Force Pulse (which isn't even a class ability)? Alright, so you lose out on a little bit of extra healing, whoop-dee-doo unless you're in solo content or a bad group. I get it that you can tweak your setup to still use Strife like you used to (kinda), but why bother using it when Force Pulse is a better version that costs the same? Can anyone explain why they would still want to use Strife instead of Force Pulse now? It's really getting old with this "community asks for a slight tweak, ZOS swings the nerf sledgehammer" business.
Sustain is what made the magicka nightblade what it is. It is part of their identity. Changing that drastically effects it. Especially because they buffed the DKs sustain which is pretty stupid seeing as DK has and always will be powerful no mater what ZOS does to it.
Let's not forget in PvP strife is reflectable while crushing shock isn't. TBH that doesn't even make sense since I am stealing life from someone not throwing something at them!
You are trying to change magblades PvE preformance but really all you do is affect PvP. You can still sustain perfectly fine in a PvE environment with Strife as a spammable but in PvP magblade is getting shafted due to how Siphoning attacks works now. A Magblade could use leeching strikes to help them sustain their stamina becuase strife was relatively inexpensive however now that will no longer be a very viable option thus magblade cannot sustain anymore. Reverting Siphoning attacks to it's pre-morrowind state would be nice (Adjusted values if you must) but you could just not increase the cost of strife.
I don't understand is why zos insists on messing with the way that magnb plays. A lot of players like magnb because of the lack of heavy attacks, that's what makes it enjoyable to play, and if you get rid of that, magnb brings nothing really unique in terms of gameplay to the table. Ruining the way the class plays for balance issues is not the way to make changes. If I have to heavy attack all the time, I'm just not going to play the game anymore or simply respec to stamblade.
Strife was imbalanced in terms of cost/damage ratio. So it needed adjustment in one or the other way. Putting it as high as force pulse is the wrong way of balancing PvE. And PvP simply suffers because of it.
Also cementing the DK tank meta cuz embers only costs like 1.5k (1.3k with light armor passives) now nightblade looses their cheap heal/damage dealer. But hey thanks for fixing the animation issues which is by far a L2P problem because after a bit of practice it's easy to get used too.
On the Strife nerf,
I've been experimenting with Force Pulse in PvP in light of this.
Force Pulse is:
- 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.
Strife:
- 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.
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.
You want to have more diversity in builds, but don't you see that with these kind of changes when you are the one who kills diversity with changes like this. This is a game changer for every single magblade and even those few stamblades who refuse to PvP for Vigor and need a little healing
[*] Strife: Honestly, the strife change was absolutely crippling (In raid and on dummy). There are a lot of good posts on here that explain and compare strife to force pulse and the justification for the huge cost increase just doesn't exist. I don't think the cost increase idea is a terrible one because the skill does offer some utility, but it should not cost as much as force pulse. Currently, on live strife costs a ~1900, I think a cost of 2100-2300 would be much more inline with the utility and damage this skill offers.
Overall this change is moronically stupid and I'd like it if the Devs would explain more in-depth about this and why they are doing it. The reasons they have given so far are stupid due to the results we have found
Flawless Conqueror ~ Grand Overlord
She/Her ~ PC/NA | I record things for fun and for info