xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »As a Nightblade Tank Main, who completed several vet Trials and all vet DLC dungeons (hardmode):
1. Lack of a decent PvE AoE CC
- This is one of the bigger issues the NB Tank has. We only have "Aspect of Terror" and that usually doesnt work in PvE or it doesnt benefit the group, scattering the Mob around. The only use I found for "Mass Hysteria" was in vet Fang Lair Hardmode to get the scarabs away from me. But then again the DPS had to look out for them because the scarabs were running around.
Suggestion: Change the "Manifestation of Terror" Morph so it doesnt "fear" the enemies anymore instead it roots/immobolizes them in fear at one place/holds the ads with shadow/ghost arms on one spot.
2. Bad resource management
- "Siphoning Strikes" doesnt benefit the NB Tank at all. It forces us to light attack to gain 100 Stamina/Magicka each hit. It also punishes heavy attack weaving by giving only 100 Stamina/Magicka back, just like light attacking. The 20 secs timer of the morph is too long as well.
Suggestion: Give heavy attacking more than 100 Stamina/Magicka.
Give an additional Stamina/Magicka at the end of the 20secs based on your max Health (for example: You restore up to 4270 additonal Stamina as well as extra Stamina/Magicka based on 8% of your max Health). That should keep the DPS resource management fair while giving Tanks with more HP more resources.
OR shorten the 20sec timer by 1sec per heavy armor piece equipped. That would mean we get a 13 seconds timer if we wear 7 heavy pieces. (shorter time to get anything back from light attacks but faster additonal resources)Other issues:
- 16secs Major Ward/Major Resolve for having 7 piece heavy is way too short if you compare it with DKs 30sec one
- "Executioner" passive should be reworked to include Tanks to give them resources back
- Put "Blur" and Morphs into the Shadow Tree
I would also like to add few things after playing on my Tank after the Summerset Update:
-Dot-Suppression: We NB Tanks have no real way to suppress unpurgable dots. We have "Major Evasion" to dodge attacks but we cant dodge dots and since we dont have a magic shield we cant just endure them. While we could use the "Shadowy Disguise" morph to suppress the dots (WRONG) we would lose the self heal and "Minor Protection" from "Dark Cloak" and could also end up deaggro'ing the Boss.
Suggestion: 3 or so seconds of Dot Suppression when activating "Dark Cloak". This would also make the "Dark Cloak" Morph viable for non Tank NBs in Trials and PvP for a more "in your face - brawler" Type of Gameplay.
-Minor Protection Uptime Buff: The 3Secs "Minor Protection" Buff from "Dark Cloak" is too short.
Suggestion: Increase the Uptime of the Buff.
-Dark Cloak is not bursty enough: "Dark Cloak" is a great HoT but it takes 4 Ticks to give your 33% of Max HP back. In high damage fights this usually means it only mitigates the 4k/Sec Dots you have and doesnt really "heal you".
Suggestion: Give Dark Cloak a short time of Dot Suppression OR change it to 3 Ticks instead of 4 so it becomes more bursty.
-Egoistical Passives/Skills: NBs have a too egoistical Toolkit, barely bringing anything valuable to the fight for the group. (In comparison to DKs passives and active Skills: e.g. Engulfing Flames, Igneous Shield, Magma Shell, etc). We also dont have any Synergies for Team Support, except for Ultimates which take too long to fill up and have better alternatives anyway.
Suggestion: Give Skills and Passives defensive Group Support , e.g. allies get "Minor Evasion" when you activate "Mirage" or nearby allies get "Minor Protection" for 3seconds while the caster gets it for 10seconds when you activate "Dark Cloak" or make them Synergies to support the Team by giving resources back through the Undaunted Passives and Synergies.
1. Useless/unused morphs...or the other way around, skills that are so strong you're gimping yourself if you use anything else. Cripple -> Crippling Grasp is used 100% of the time while Debilitate has nothing going for it. Crippling Grasp is also a massively overloaded skill - it needs another look if ZOS is aiming to reduce the bloat some skills have in that one skill does a ton of things (Ranged, strong DoT, on-hit damage, root, powerful snare, major expedition). Funnel/Swallow Soul is so strong you never see people actually USING Concealed Weapon anymore - it's just slotted for the move speed.
2. Skills that are far too varying in effectiveness - sometimes they're borderline OP, other times they're useless. Shadowy Disguise, Mark, and probably a couple others I'm forgetting.
This also applies to fighting in pvp - magicka NB is very strong, but suffers horribly against anyone with projectile hate (wings, that one warden skill). This is a good opportunity to buff concealed weapon somehow so that Strife is no longer the end-all-be-all.
What if...
1 - instead of nerfing grasp revamp debilitate as an AoE, like encase. Grasp can be dodged and is not as overloaded as cage.
2 - "never see people actually USING Concealed Weapon"? LOL, i won't say anything else than that xD
3 - "This is a good opportunity to buff concealed weapon somehow so that Strife is no longer the end-all-be-all." i don't really think concealed needs a buff. When i switch to my melee gear concealed deals enough damage already.
1 Debilitate does need a revamp, but that doesn't mean Crippling Grasp does not need toning down. It's basically free...well a lot of stuff. mnbs already have their magicka version of shuffle morph to give it plus path. Some part of grasp has got to go - it does way too much. Just compare it to every single othet class dot. I'd trade my soul and a kitten for grasp on any other class. And how did cage even come up? Geez. 'Leave my class skill alone because another class has this one ridiculously overtuned skill that's going to get nerfed soon'? C'mon.
2 Personal experience. Perhaps you have something more intelligent and constructive to offer other than "LOL"? Monkey sounds does not a discussion make. Or do you just go lel because you don't actually have anything else worth saying? :P
3 I wasn't speaking just about damage. The magicka morph effect for example is pretty useless if you don't slot cloak and aren't a ganker. They could, for example, have it give minor expedition while slotted or for a suration when used and double that as a unique buff while stealthed. Or some sort of dot. There's a ton of stuff that can be done without buffing it's direct damage.
xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »As a Nightblade Tank Main, who completed several vet Trials and all vet DLC dungeons (hardmode):
1. Lack of a decent PvE AoE CC
- This is one of the bigger issues the NB Tank has. We only have "Aspect of Terror" and that usually doesnt work in PvE or it doesnt benefit the group, scattering the Mob around. The only use I found for "Mass Hysteria" was in vet Fang Lair Hardmode to get the scarabs away from me. But then again the DPS had to look out for them because the scarabs were running around.
Suggestion: Change the "Manifestation of Terror" Morph so it doesnt "fear" the enemies anymore instead it roots/immobolizes them in fear at one place/holds the ads with shadow/ghost arms on one spot.
2. Bad resource management
- "Siphoning Strikes" doesnt benefit the NB Tank at all. It forces us to light attack to gain 100 Stamina/Magicka each hit. It also punishes heavy attack weaving by giving only 100 Stamina/Magicka back, just like light attacking. The 20 secs timer of the morph is too long as well.
Suggestion: Give heavy attacking more than 100 Stamina/Magicka.
Give an additional Stamina/Magicka at the end of the 20secs based on your max Health (for example: You restore up to 4270 additonal Stamina as well as extra Stamina/Magicka based on 8% of your max Health). That should keep the DPS resource management fair while giving Tanks with more HP more resources.
OR shorten the 20sec timer by 1sec per heavy armor piece equipped. That would mean we get a 13 seconds timer if we wear 7 heavy pieces. (shorter time to get anything back from light attacks but faster additonal resources)Other issues:
- 16secs Major Ward/Major Resolve for having 7 piece heavy is way too short if you compare it with DKs 30sec one
- "Executioner" passive should be reworked to include Tanks to give them resources back
- Put "Blur" and Morphs into the Shadow Tree
I would also like to add few things after playing on my Tank after the Summerset Update:
-Dot-Suppression: We NB Tanks have no real way to suppress unpurgable dots. We have "Major Evasion" to dodge attacks but we cant dodge dots and since we dont have a magic shield we cant just endure them. While we could use the "Shadowy Disguise" morph to suppress the dots (WRONG) we would lose the self heal and "Minor Protection" from "Dark Cloak" and could also end up deaggro'ing the Boss.
Suggestion: 3 or so seconds of Dot Suppression when activating "Dark Cloak". This would also make the "Dark Cloak" Morph viable for non Tank NBs in Trials and PvP for a more "in your face - brawler" Type of Gameplay.
-Minor Protection Uptime Buff: The 3Secs "Minor Protection" Buff from "Dark Cloak" is too short.
Suggestion: Increase the Uptime of the Buff.
-Dark Cloak is not bursty enough: "Dark Cloak" is a great HoT but it takes 4 Ticks to give your 33% of Max HP back. In high damage fights this usually means it only mitigates the 4k/Sec Dots you have and doesnt really "heal you".
Suggestion: Give Dark Cloak a short time of Dot Suppression OR change it to 3 Ticks instead of 4 so it becomes more bursty.
-Egoistical Passives/Skills: NBs have a too egoistical Toolkit, barely bringing anything valuable to the fight for the group. (In comparison to DKs passives and active Skills: e.g. Engulfing Flames, Igneous Shield, Magma Shell, etc). We also dont have any Synergies for Team Support, except for Ultimates which take too long to fill up and have better alternatives anyway.
Suggestion: Give Skills and Passives defensive Group Support , e.g. allies get "Minor Evasion" when you activate "Mirage" or nearby allies get "Minor Protection" for 3seconds while the caster gets it for 10seconds when you activate "Dark Cloak" or make them Synergies to support the Team by giving resources back through the Undaunted Passives and Synergies.
JESUS CHRIST PEOPLE,
CLOAK DOESN'T SUPPRESS DOTS,
IT HASN'T FOR OVER A YEAR...
cpuScientist wrote: »Can I ask. I've seen some people complain about cripple. It give major expedition it roots and does solid damage. It also can only.be cast on one person per time and there are counterplay options. Dodge, Forward momentum, Shuffle and reflect. Against the majority of Stam builds they are all either running shuffle or momentum if not sorry you are playing wrong. Against magPlar and magDen I can see it is strong, they can also slot momentum as they are not tied to a resto staff at all. And can fit a 2h, I've played both of mine with 2h many times.
In open world this skill is less effective just like bow proc. Becat again single Target. Against groups it allows you to root one person.
Now I ask exactly why is cripple so op? Is it the fact that it roots gives expedition and does solid damage and thus you feel one or more of these effects should take off this skill?
Further should the answer be to Nerf Nightblade. Or give mag classes a weapon option for immunity like in resto staff, or to give magPlar/magDen some access to immunity?
I have trouble seeing what makes cripple op and would like it explained to me. I see it as strong sure a valuable part od the magBlade kit. But Over Powered or over performing, no.
xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »As a Nightblade Tank Main, who completed several vet Trials and all vet DLC dungeons (hardmode):
1. Lack of a decent PvE AoE CC
- This is one of the bigger issues the NB Tank has. We only have "Aspect of Terror" and that usually doesnt work in PvE or it doesnt benefit the group, scattering the Mob around. The only use I found for "Mass Hysteria" was in vet Fang Lair Hardmode to get the scarabs away from me. But then again the DPS had to look out for them because the scarabs were running around.
Suggestion: Change the "Manifestation of Terror" Morph so it doesnt "fear" the enemies anymore instead it roots/immobolizes them in fear at one place/holds the ads with shadow/ghost arms on one spot.
2. Bad resource management
- "Siphoning Strikes" doesnt benefit the NB Tank at all. It forces us to light attack to gain 100 Stamina/Magicka each hit. It also punishes heavy attack weaving by giving only 100 Stamina/Magicka back, just like light attacking. The 20 secs timer of the morph is too long as well.
Suggestion: Give heavy attacking more than 100 Stamina/Magicka.
Give an additional Stamina/Magicka at the end of the 20secs based on your max Health (for example: You restore up to 4270 additonal Stamina as well as extra Stamina/Magicka based on 8% of your max Health). That should keep the DPS resource management fair while giving Tanks with more HP more resources.
OR shorten the 20sec timer by 1sec per heavy armor piece equipped. That would mean we get a 13 seconds timer if we wear 7 heavy pieces. (shorter time to get anything back from light attacks but faster additonal resources)Other issues:
- 16secs Major Ward/Major Resolve for having 7 piece heavy is way too short if you compare it with DKs 30sec one
- "Executioner" passive should be reworked to include Tanks to give them resources back
- Put "Blur" and Morphs into the Shadow Tree
I would also like to add few things after playing on my Tank after the Summerset Update:
-Dot-Suppression: We NB Tanks have no real way to suppress unpurgable dots. We have "Major Evasion" to dodge attacks but we cant dodge dots and since we dont have a magic shield we cant just endure them. While we could use the "Shadowy Disguise" morph to suppress the dots (WRONG) we would lose the self heal and "Minor Protection" from "Dark Cloak" and could also end up deaggro'ing the Boss.
Suggestion: 3 or so seconds of Dot Suppression when activating "Dark Cloak". This would also make the "Dark Cloak" Morph viable for non Tank NBs in Trials and PvP for a more "in your face - brawler" Type of Gameplay.
-Minor Protection Uptime Buff: The 3Secs "Minor Protection" Buff from "Dark Cloak" is too short.
Suggestion: Increase the Uptime of the Buff.
-Dark Cloak is not bursty enough: "Dark Cloak" is a great HoT but it takes 4 Ticks to give your 33% of Max HP back. In high damage fights this usually means it only mitigates the 4k/Sec Dots you have and doesnt really "heal you".
Suggestion: Give Dark Cloak a short time of Dot Suppression OR change it to 3 Ticks instead of 4 so it becomes more bursty.
-Egoistical Passives/Skills: NBs have a too egoistical Toolkit, barely bringing anything valuable to the fight for the group. (In comparison to DKs passives and active Skills: e.g. Engulfing Flames, Igneous Shield, Magma Shell, etc). We also dont have any Synergies for Team Support, except for Ultimates which take too long to fill up and have better alternatives anyway.
Suggestion: Give Skills and Passives defensive Group Support , e.g. allies get "Minor Evasion" when you activate "Mirage" or nearby allies get "Minor Protection" for 3seconds while the caster gets it for 10seconds when you activate "Dark Cloak" or make them Synergies to support the Team by giving resources back through the Undaunted Passives and Synergies.
JESUS CHRIST PEOPLE,
CLOAK DOESN'T SUPPRESS DOTS,
IT HASN'T FOR OVER A YEAR...
xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »As a Nightblade Tank Main, who completed several vet Trials and all vet DLC dungeons (hardmode):
1. Lack of a decent PvE AoE CC
- This is one of the bigger issues the NB Tank has. We only have "Aspect of Terror" and that usually doesnt work in PvE or it doesnt benefit the group, scattering the Mob around. The only use I found for "Mass Hysteria" was in vet Fang Lair Hardmode to get the scarabs away from me. But then again the DPS had to look out for them because the scarabs were running around.
Suggestion: Change the "Manifestation of Terror" Morph so it doesnt "fear" the enemies anymore instead it roots/immobolizes them in fear at one place/holds the ads with shadow/ghost arms on one spot.
2. Bad resource management
- "Siphoning Strikes" doesnt benefit the NB Tank at all. It forces us to light attack to gain 100 Stamina/Magicka each hit. It also punishes heavy attack weaving by giving only 100 Stamina/Magicka back, just like light attacking. The 20 secs timer of the morph is too long as well.
Suggestion: Give heavy attacking more than 100 Stamina/Magicka.
Give an additional Stamina/Magicka at the end of the 20secs based on your max Health (for example: You restore up to 4270 additonal Stamina as well as extra Stamina/Magicka based on 8% of your max Health). That should keep the DPS resource management fair while giving Tanks with more HP more resources.
OR shorten the 20sec timer by 1sec per heavy armor piece equipped. That would mean we get a 13 seconds timer if we wear 7 heavy pieces. (shorter time to get anything back from light attacks but faster additonal resources)Other issues:
- 16secs Major Ward/Major Resolve for having 7 piece heavy is way too short if you compare it with DKs 30sec one
- "Executioner" passive should be reworked to include Tanks to give them resources back
- Put "Blur" and Morphs into the Shadow Tree
I would also like to add few things after playing on my Tank after the Summerset Update:
-Dot-Suppression: We NB Tanks have no real way to suppress unpurgable dots. We have "Major Evasion" to dodge attacks but we cant dodge dots and since we dont have a magic shield we cant just endure them. While we could use the "Shadowy Disguise" morph to suppress the dots (WRONG) we would lose the self heal and "Minor Protection" from "Dark Cloak" and could also end up deaggro'ing the Boss.
Suggestion: 3 or so seconds of Dot Suppression when activating "Dark Cloak". This would also make the "Dark Cloak" Morph viable for non Tank NBs in Trials and PvP for a more "in your face - brawler" Type of Gameplay.
-Minor Protection Uptime Buff: The 3Secs "Minor Protection" Buff from "Dark Cloak" is too short.
Suggestion: Increase the Uptime of the Buff.
-Dark Cloak is not bursty enough: "Dark Cloak" is a great HoT but it takes 4 Ticks to give your 33% of Max HP back. In high damage fights this usually means it only mitigates the 4k/Sec Dots you have and doesnt really "heal you".
Suggestion: Give Dark Cloak a short time of Dot Suppression OR change it to 3 Ticks instead of 4 so it becomes more bursty.
-Egoistical Passives/Skills: NBs have a too egoistical Toolkit, barely bringing anything valuable to the fight for the group. (In comparison to DKs passives and active Skills: e.g. Engulfing Flames, Igneous Shield, Magma Shell, etc). We also dont have any Synergies for Team Support, except for Ultimates which take too long to fill up and have better alternatives anyway.
Suggestion: Give Skills and Passives defensive Group Support , e.g. allies get "Minor Evasion" when you activate "Mirage" or nearby allies get "Minor Protection" for 3seconds while the caster gets it for 10seconds when you activate "Dark Cloak" or make them Synergies to support the Team by giving resources back through the Undaunted Passives and Synergies.
JESUS CHRIST PEOPLE,
CLOAK DOESN'T SUPPRESS DOTS,
IT HASN'T FOR OVER A YEAR...
It literally does though. At least Shadow Disguise does. Dark Cloak no longer suppresses any dots hence my suggestion.
xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »xI_The_Owl_Ix wrote: »As a Nightblade Tank Main, who completed several vet Trials and all vet DLC dungeons (hardmode):
1. Lack of a decent PvE AoE CC
- This is one of the bigger issues the NB Tank has. We only have "Aspect of Terror" and that usually doesnt work in PvE or it doesnt benefit the group, scattering the Mob around. The only use I found for "Mass Hysteria" was in vet Fang Lair Hardmode to get the scarabs away from me. But then again the DPS had to look out for them because the scarabs were running around.
Suggestion: Change the "Manifestation of Terror" Morph so it doesnt "fear" the enemies anymore instead it roots/immobolizes them in fear at one place/holds the ads with shadow/ghost arms on one spot.
2. Bad resource management
- "Siphoning Strikes" doesnt benefit the NB Tank at all. It forces us to light attack to gain 100 Stamina/Magicka each hit. It also punishes heavy attack weaving by giving only 100 Stamina/Magicka back, just like light attacking. The 20 secs timer of the morph is too long as well.
Suggestion: Give heavy attacking more than 100 Stamina/Magicka.
Give an additional Stamina/Magicka at the end of the 20secs based on your max Health (for example: You restore up to 4270 additonal Stamina as well as extra Stamina/Magicka based on 8% of your max Health). That should keep the DPS resource management fair while giving Tanks with more HP more resources.
OR shorten the 20sec timer by 1sec per heavy armor piece equipped. That would mean we get a 13 seconds timer if we wear 7 heavy pieces. (shorter time to get anything back from light attacks but faster additonal resources)Other issues:
- 16secs Major Ward/Major Resolve for having 7 piece heavy is way too short if you compare it with DKs 30sec one
- "Executioner" passive should be reworked to include Tanks to give them resources back
- Put "Blur" and Morphs into the Shadow Tree
I would also like to add few things after playing on my Tank after the Summerset Update:
-Dot-Suppression: We NB Tanks have no real way to suppress unpurgable dots. We have "Major Evasion" to dodge attacks but we cant dodge dots and since we dont have a magic shield we cant just endure them. While we could use the "Shadowy Disguise" morph to suppress the dots (WRONG) we would lose the self heal and "Minor Protection" from "Dark Cloak" and could also end up deaggro'ing the Boss.
Suggestion: 3 or so seconds of Dot Suppression when activating "Dark Cloak". This would also make the "Dark Cloak" Morph viable for non Tank NBs in Trials and PvP for a more "in your face - brawler" Type of Gameplay.
-Minor Protection Uptime Buff: The 3Secs "Minor Protection" Buff from "Dark Cloak" is too short.
Suggestion: Increase the Uptime of the Buff.
-Dark Cloak is not bursty enough: "Dark Cloak" is a great HoT but it takes 4 Ticks to give your 33% of Max HP back. In high damage fights this usually means it only mitigates the 4k/Sec Dots you have and doesnt really "heal you".
Suggestion: Give Dark Cloak a short time of Dot Suppression OR change it to 3 Ticks instead of 4 so it becomes more bursty.
-Egoistical Passives/Skills: NBs have a too egoistical Toolkit, barely bringing anything valuable to the fight for the group. (In comparison to DKs passives and active Skills: e.g. Engulfing Flames, Igneous Shield, Magma Shell, etc). We also dont have any Synergies for Team Support, except for Ultimates which take too long to fill up and have better alternatives anyway.
Suggestion: Give Skills and Passives defensive Group Support , e.g. allies get "Minor Evasion" when you activate "Mirage" or nearby allies get "Minor Protection" for 3seconds while the caster gets it for 10seconds when you activate "Dark Cloak" or make them Synergies to support the Team by giving resources back through the Undaunted Passives and Synergies.
JESUS CHRIST PEOPLE,
CLOAK DOESN'T SUPPRESS DOTS,
IT HASN'T FOR OVER A YEAR...
It literally does though. At least Shadow Disguise does. Dark Cloak no longer suppresses any dots hence my suggestion.
The last I read from the patch notes (old patch notes) was that it didn't/doesn't. If you're saying it does then I assume you've tested & are stating your results, bug or otherwise.
I'm not going through every set of patch notes on my phone so I'll try to post what I read later.
In other news:
https://forums.elderscrollsonline.com/en/discussion/424480/magic-damage-cc-non-existence#latest
@NightbladeMechanics
1. Keep the cost of incap the same and bring back the 100% stun, but make it so that the defile only lasts the duration of the stun- or take away the defile completely.
2. Make it so that incap's stun doesn't "floppy fish" players, so that you can break the stun and recover far more easily (potentially impossible, I know).
This makes the ability far more balanced, remaining strong for players of all skill levels to use, while allowing for more counterplay by giving victims the opportunity to break the stun and recover quickly (instead of having a 6 second defile on them), and punishing players who have wasted their resources and don't have the stam to break the stun, since the defile on a stunned player will prevent group healers from being able to heal them from " 0->100".
Keeps the ability satisfying to use, and less frustrating to have used against you.
cpuScientist wrote: »@NightbladeMechanics
1. Keep the cost of incap the same and bring back the 100% stun, but make it so that the defile only lasts the duration of the stun- or take away the defile completely.
2. Make it so that incap's stun doesn't "floppy fish" players, so that you can break the stun and recover far more easily (potentially impossible, I know).
This makes the ability far more balanced, remaining strong for players of all skill levels to use, while allowing for more counterplay by giving victims the opportunity to break the stun and recover quickly (instead of having a 6 second defile on them), and punishing players who have wasted their resources and don't have the stam to break the stun, since the defile on a stunned player will prevent group healers from being able to heal them from " 0->100".
Keeps the ability satisfying to use, and less frustrating to have used against you.
Nah I think taking off the stun is perfect. The defile is very much what makes the skill. If it still stunned but the defile was removed, people would just use dawnbreaker, it does more damage stuns and puts a nice dot on the target. The defile makes this skill honestly. Now just get the stun from a cloaked suprise attack opener, or slot fear. Fear take up an ability slot slightly nerfing them, which is great, and getting the stun off suprise makes it alot more skill based and situational. Just adds a touch more counter.
This was the best fairest way to Nerf this skill. In my honest opinion.
NightbladeMechanics wrote: »cpuScientist wrote: »@NightbladeMechanics
1. Keep the cost of incap the same and bring back the 100% stun, but make it so that the defile only lasts the duration of the stun- or take away the defile completely.
2. Make it so that incap's stun doesn't "floppy fish" players, so that you can break the stun and recover far more easily (potentially impossible, I know).
This makes the ability far more balanced, remaining strong for players of all skill levels to use, while allowing for more counterplay by giving victims the opportunity to break the stun and recover quickly (instead of having a 6 second defile on them), and punishing players who have wasted their resources and don't have the stam to break the stun, since the defile on a stunned player will prevent group healers from being able to heal them from " 0->100".
Keeps the ability satisfying to use, and less frustrating to have used against you.
Nah I think taking off the stun is perfect. The defile is very much what makes the skill. If it still stunned but the defile was removed, people would just use dawnbreaker, it does more damage stuns and puts a nice dot on the target. The defile makes this skill honestly. Now just get the stun from a cloaked suprise attack opener, or slot fear. Fear take up an ability slot slightly nerfing them, which is great, and getting the stun off suprise makes it alot more skill based and situational. Just adds a touch more counter.
This was the best fairest way to Nerf this skill. In my honest opinion.
Surprise Attack's stun also off balances, granting the Exploiter CP damage boost. Reward for the extra effort.
I wish mageblade could make use of that passive without having to slot 75 Thaum >:(
Revert Siphoning Attacks to pre Morrowind status. Who ever complained about our sustain skill? We don’t need more self healing, we have plenty of that. No one was ever destroyed or ganked from SA. If all you do is that, my sap tank and I will be forever grateful. You want diversity? This is how you get it.
Just give the stamblade a possibility to move fast in stealth.
Being a vampire isn't an option any longer, if you don't want to be a sniper/ganker.
Nightblade = Assassine = fast movement
NightbladeMechanics wrote: »cpuScientist wrote: »@NightbladeMechanics
1. Keep the cost of incap the same and bring back the 100% stun, but make it so that the defile only lasts the duration of the stun- or take away the defile completely.
2. Make it so that incap's stun doesn't "floppy fish" players, so that you can break the stun and recover far more easily (potentially impossible, I know).
This makes the ability far more balanced, remaining strong for players of all skill levels to use, while allowing for more counterplay by giving victims the opportunity to break the stun and recover quickly (instead of having a 6 second defile on them), and punishing players who have wasted their resources and don't have the stam to break the stun, since the defile on a stunned player will prevent group healers from being able to heal them from " 0->100".
Keeps the ability satisfying to use, and less frustrating to have used against you.
Nah I think taking off the stun is perfect. The defile is very much what makes the skill. If it still stunned but the defile was removed, people would just use dawnbreaker, it does more damage stuns and puts a nice dot on the target. The defile makes this skill honestly. Now just get the stun from a cloaked suprise attack opener, or slot fear. Fear take up an ability slot slightly nerfing them, which is great, and getting the stun off suprise makes it alot more skill based and situational. Just adds a touch more counter.
This was the best fairest way to Nerf this skill. In my honest opinion.
Surprise Attack's stun also off balances, granting the Exploiter CP damage boost. Reward for the extra effort.
I wish mageblade could make use of that passive without having to slot 75 Thaum >:(
All you guys hating on cloak.remember magicka nb doesn’t have a class shield nor stamina to dodge roll forever. + there are over s dozen counters to cloak. Cloak is really our only defense without relying on shade morph. If anything it needs a buff.
All you guys hating on cloak.remember magicka nb doesn’t have a class shield nor stamina to dodge roll forever. + there are over s dozen counters to cloak. Cloak is really our only defense without relying on shade morph. If anything it needs a buff.
NightbladeMechanics wrote: »Revert Siphoning Attacks to pre Morrowind status. Who ever complained about our sustain skill? We don’t need more self healing, we have plenty of that. No one was ever destroyed or ganked from SA. If all you do is that, my sap tank and I will be forever grateful. You want diversity? This is how you get it.
I miss old sap tanking. Removing the dual resource sustain from Siphoning Attacks and especially removing the ability to proc some resources from direct damage -- namely Sap Essence -- really messed with that play style.
Raising the other classes to the level of DK PvE tanking is high on our list of class balance concerns, but I am not sure how ready ZOS is to move on the PvP tanking side of things. I'll ask.
If Siphoning Attacks were restored ZOS would have to revert the Morrowind sustain changes for all other classes too. Not likely to happen.
Some of the suggestions on this thread are also ridiculous buffs.
If Siphoning Attacks were restored ZOS would have to revert the Morrowind sustain changes for all other classes too. Not likely to happen.
Some of the suggestions on this thread are also ridiculous buffs.