VoidCommander wrote: »The class’s best group utility of minor vulnerability is locked behind a skill that can’t be efficiently used in pve because it
1: places the ranged magblade too close to enemies
2: takes over 2 seconds to fully cast, making it eat two abilities casts every two seconds instead of one.
3: The ability itself doesn’t do enough damage nor applies the debuff for a long enough duration to make it worth running.
With NB, even the gap closer has a cast time WTF...
With NB, even the gap closer has a cast time WTF...
Yeah that part is a bit disgusting and the times where the ability connects but you dont go anywhere, or as you said when you cast the ability get the animation but nothing happens at all.
Seems like pretty much almost everything a magblade does has some kind of delay built in. Cripple? Travel time. Can be out run for awhile. Swallow soul? Not as noticeable but; travel time. Bow proc? Travel time. Lotus fan? Cast time. Soul harvest? Cast time. Soul tether? Cast time.
I get having a cast time on soul tether. Its an aoe heal damage and stun.
I understand having a cast time on soul harvest. I understand having a travel time on bow proc. I dont agree with either, but i understand why they were both placed there. What i dont understand is why bow proc has a travel time at point blank range. I dont understand why both soul harvest and the bow proc have a delay built in. One or the other should have been enough.
Honestly they could fix the whole class with minor bug fixes and tweaks without seriously buffing anything. Thats what gets me.
In addition to the cast times and travel times:
Don't forget about the ridiculous audio cue on magblade's assassins will... easiest thing to dodge even blindfolded.
Why is it so preposterously loud?
JayKwellen wrote: »In addition to the cast times and travel times:
Don't forget about the ridiculous audio cue on magblade's assassins will... easiest thing to dodge even blindfolded.
Why is it so preposterously loud?
One of my favorite things to do when I'm just kind of hanging out on the periphery of a fight is to find someone who is adequately squishy and otherwise distracted, then throw a full heavy attack/merciless combo at them. On the (very) rare occasion that it actually lands it's always fun to see their health bar get deleted.
However the bow is literally so damn loud and moves so slow that I've had players who weren't even facing me and fighting someone else still hear the bow while decently far away and dodge out of its path without even seeing me/it. Not that I honestly expect to land it on a decently aware player without a hard CC first anyway (and even then they still CC break and dodge before it lands most of the time anyway), but still, it's absurd that a slow-moving, telegraphed, single-target, slow to build, not usable on demand ability is also louder, and more easily mitigatable, than most ultimates.
I'm totally ngl though, when you're in a tough fight with someone and manage to finish them with the bow, there's something just so incredibly satisfying hearing that deep "thoom" sound and seeing them drop, knowing that was the last thing they heard before going down. It's totally awesome in that regard. From an actual gameplay perspective though, yeah, it's not as awesome.
I wasnt aware others could hear the bow go off. Ive never heard it used against me before. Weird. You learn something new everyday.
Guess thats why ill be behind someone catching them unaware and they somehow still dodge it.
If this is really a thing its absurd. Its already highly telegraphed now they get an audio cue?!
2: Lack of group utility
-The class is basically useless in battlegrounds. While most nightblades are your typical snipe and cloak spammers and can potentially yoink kills for what ever reason, and get away with a decent amount of kills in a game, these are usually low mmr matches. In higher mmr with more intense pvp going on, more grouping, more support, the nightblade is very much useless.
Hahaha your right it’s a very nice feeling when you execute someone with the bow for me it’s relentless focus I always start it off with a heavy attack to 😂JayKwellen wrote: »In addition to the cast times and travel times:
Don't forget about the ridiculous audio cue on magblade's assassins will... easiest thing to dodge even blindfolded.
Why is it so preposterously loud?
One of my favorite things to do when I'm just kind of hanging out on the periphery of a fight is to find someone who is adequately squishy and otherwise distracted, then throw a full heavy attack/merciless combo at them. On the (very) rare occasion that it actually lands it's always fun to see their health bar get deleted.
However the bow is literally so damn loud and moves so slow that I've had players who weren't even facing me and fighting someone else still hear the bow while decently far away and dodge out of its path without even seeing me/it. Not that I honestly expect to land it on a decently aware player without a hard CC first anyway (and even then they still CC break and dodge before it lands most of the time anyway), but still, it's absurd that a slow-moving, telegraphed, single-target, slow to build, not usable on demand ability is also louder, and more easily mitigatable, than most ultimates.
I'm totally ngl though, when you're in a tough fight with someone and manage to finish them with the bow, there's something just so incredibly satisfying hearing that deep "thoom" sound and seeing them drop, knowing that was the last thing they heard before going down. It's totally awesome in that regard. From an actual gameplay perspective though, yeah, it's not as awesome.
JayKwellen wrote: »2: Lack of group utility
-The class is basically useless in battlegrounds. While most nightblades are your typical snipe and cloak spammers and can potentially yoink kills for what ever reason, and get away with a decent amount of kills in a game, these are usually low mmr matches. In higher mmr with more intense pvp going on, more grouping, more support, the nightblade is very much useless.
@Crow_IX ain't that the truth. Once I started playing in higher MMR battlegrounds this became extremely obvious. At higher levels people have much better builds, they know how to keep their buffs up and their HoT's rolling, they know how to take advantage of their group mates healing and synergies, they know how to move and interrupt and block and roll, and so on.
It makes any kind of ganking an impossibility. Unless you come across another ganker, or are the glassiest glass cannon ever built, chances are you're not quickly ganking anybody. Even the squishier targets will be tougher to kill, and if the team has a good healer and/or cross-healing, forget about it.
So what do I, as a NB, offer then?
Picking off stragglers? Maybe. Literally anybody could do that though. Bursting down targets? Maybe. Hard to do when so many BG's turn into stamina-brawling mosh pits, and you're trying to focus one dude weaving in and out of 11 others -- and good luck wandering into that pit to get your incap/soul harvest off. AoEs? Trying to get a tether off in a group of people is extremely difficult, and other than that what do I have? Am I gonna spam sap essence and twisting path or something? What about buffs then? Well, tether has a synergy, which, I don't know about anyone else but I swear to god it's almost always impossible for me to even see it, let alone activate it. Same for consuming darkness. I can give everyone minor brutality though. That's cool I guess.
As a general rule, I'd rather have any other class on my team, the sole exception being a stamblade.
For me personally, when I go into BG's these days I usually completely alter my build. I get rid of every close quarters ability I have, throw on a mutagen, purge, another heal and a resto ult, and just try to position myself somewhere in the back so I can DPS away while dropping heals. Even when I do this I feel kind of crappy, because I'm seriously gimping myself by trying to 50/50 heals/damage, all the while other classes can damage better than me, heal better than me, and buff their groups better than me. I'm not doing anything another class couldn't be doing better, so really, why am I even here? What do I add to the group?
You dont have to do it that way though it is often simpler. If you can master elusiveness with cloak as your main defense, and a very frantic combat style, you could run a pure stat setup and stay near your group/team but outside of it in hiding. When your team clashes with another you vircle behind the enemy team and they will immediately divide (they have too or youll pick em off from behind) putting your own team into a strategically superior position.
After that its up to you and your teamates skill.
The nightblade is the assassin/rogue archetype. Even in group play you have to play it as one if you want good results. Focus on rogue like strategies.
You dont have to do it that way though it is often simpler. If you can master elusiveness with cloak as your main defense, and a very frantic combat style, you could run a pure stat setup and stay near your group/team but outside of it in hiding. When your team clashes with another you vircle behind the enemy team and they will immediately divide (they have too or youll pick em off from behind) putting your own team into a strategically superior position.
After that its up to you and your teamates skill.
The nightblade is the assassin/rogue archetype. Even in group play you have to play it as one if you want good results. Focus on rogue like strategies.
this isn't always the case, as where the situation is specific. high mmr bgs. meaning each team usually has at least 1 support, meaning no one will die to your slow range spam. Meanwhile picking off kills from a range being a stealthy is leaving your team with less dps and quiet honestly you're more likely to give another team the kill. Now that we have established that bow blade and stealthing away is useless is skill based pvp, throw a very good nb in a high mmr bg, they will get eaten alive by aoe's and debufs and ulti dumps. the class itself lacks a lot of suitability especially with the healing nerf and even greater than that, the nb has no useful group utilit. (while some might try to point out things like bolstering darkness, i'd like to counter that with brp dw and necromancer)
ZOS_GinaBruno wrote: »The purpose of this thread is to give you a place to post your current top two pain points with the Nightblade. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
I play in high mmr bgs. You assume i play at range but i dont. I use the gap closer to stay on top. The minor vulnerability aoe needs to be kept up. I always attack the same group my party does but from their rear or flank. Trust me the moment you start putting the pressure down the attention your opposing team has is going to be divided. I fight at close to mid range. For aoes? Major evasion on Phantasmal escape combined with bow proc mitigation is lovely. I only use one maybe 2 heals depending on how i settup my bar and rely on a combo of roll dodge and in and out cloak and shade to stay alive. I typically run bolstering darkness on back bar and can get two soul harvests in before it runs out if im lucky. The combo of minor maim, merciless resolve mitigation, major protection and major evasion is very strong defensively. By going mostly max mag with damage enchants on back bar and jewels you can bring a lot of offensive power to the table. Zaans is great for controlling a fight or finishing people, or thurvokun to get aoe minor defile to really stack up the pressure. All these things require close range and you can get kills. I will say i do run triple swift though, and sometimes the steed.
If you get caught in a heavy burst without all your defenses up you go down pretty quick, but the whole playstyle on that is based on prediction and reaction.
It is still possible to be decent on a nightblade. Even if its much more deifficult and rigid.
The biggest concern is to just make sure you keep an eye on your own flank and rear lest you get caught between your opponents and the third team
thurvokun is no longer great and a lot of people, like myself, refuse to run zaan's cheese. Sure you can dip out of fights but that 1: doesn't always work since cloak is easily broken and only works half the time, 2: shade will leave your team with less dps. Seeing as you're "not rang" I'm gonna assume you don't have snipe on your bar, so we are going to ignore the whole "dip out and use range dps" argument. Experiencing high mmr bgs typically don't benefit range nbs anyways. With that being said, major evasion hardly helps, it's more of a mental thing i feel seeing as aoe's still melt nbs, it doesn't seem to scale properly. Shuffle is also an expensive skill. I also want to point out that I addressed bolstering darkness in my original post.
The original topic was the lack of group utility and you've made it very apparent in this post that the nb playstyle is a more self based one. Not only that but the nb is typically under performing in BGs. You specifically may not think so, and i have no idea how your perform in BGs, but typically NBs are either useless or a burden to the team. Any higher mmr player will tell you the same.
Again I want to draw it back to the original topic, NBs lack group utility. Which I'm sure you can agree with.
Personally i think this skill should be reevaluated as a group/support skill. Give the kill reward of reapers mark to either the group or at least the caster and the player who secured the kill.
Revealing mark should be reworked into something else.
GrumpyDuckling wrote: »If Mark Target is slotted, it should passively apply Major Fracture/Breech to the enemy once you attack. As it currently works, you have to cast it on the target, which notifies that target that they are going to be attacked -- that's not very assassin-like.
You got some really good ideas about nb I agree with most of them only one I dislike is moving surprise attack to assassin skill line as that a really good source of major resolve goneMindOfTheSwarm wrote: »GrumpyDuckling wrote: »If Mark Target is slotted, it should passively apply Major Fracture/Breech to the enemy once you attack. As it currently works, you have to cast it on the target, which notifies that target that they are going to be attacked -- that's not very assassin-like.
Hmm. Not entirely sure on this one. If I am a player and I get marked, I would like to know about it. I agree with OWLTHEMAD, give it group utility. Maybe it could be the 'execute' skill instead of Assassin's Blade. Instead of having a single skill execute, Mark could indirectly increase the damage you deal to enemies below a certain amount of health. For Example:
Reapers Mark:
Expose an enemy's weaknesses to cause them to take 5% more damage from all sources for 20 seconds. This damage increases against enemies with 50% health or less, dealing an extra 1% damage for every 2% missing. When a marked enemy dies, you heal for 5597, and you grant gain Major Berserk to you and your group, increasing your damage done by 25% for 8 seconds. This portion of the ability scales off your Maximum Health. You can only have one Reaper's Mark active at a time.
In summary, this would mean that any enemy above 50% health would only take 5% extra damage which is not that much. But once an enemy gets below 50% its starts to ramp up. At 40% health this would equate to 10% extra damage. At 30% health/15% extra damage. etc. Of course an enemy could only be affected by one mark at a time.
Now you have a real use for the skill, that benefits solo players and groups. If Major Fracture was returned to Surprise Attacks and perhaps Breach put on something like Concealed Weapon or maybe a Cripple morph, you could combine them.
MindOfTheSwarm wrote: »
Hmm. Not entirely sure on this one. If I am a player and I get marked, I would like to know about it. I agree with OWLTHEMAD, give it group utility. Maybe it could be the 'execute' skill instead of Assassin's Blade. Instead of having a single skill execute, Mark could indirectly increase the damage you deal to enemies below a certain amount of health. For Example:
Reapers Mark:
Expose an enemy's weaknesses to cause them to take 5% more damage from all sources for 20 seconds. This damage increases against enemies with 50% health or less, dealing an extra 1% damage for every 2% missing. When a marked enemy dies, you heal for 5597, and you grant gain Major Berserk to you and your group, increasing your damage done by 25% for 8 seconds. This portion of the ability scales off your Maximum Health. You can only have one Reaper's Mark active at a time.
In summary, this would mean that any enemy above 50% health would only take 5% extra damage which is not that much. But once an enemy gets below 50% its starts to ramp up. At 40% health this would equate to 10% extra damage. At 30% health/15% extra damage. etc. Of course an enemy could only be affected by one mark at a time.
Now you have a real use for the skill, that benefits solo players and groups. If Major Fracture was returned to Surprise Attacks and perhaps Breach put on something like Concealed Weapon or maybe a Cripple morph, you could combine them.
Sanguinor2 wrote: »MindOfTheSwarm wrote: »
Hmm. Not entirely sure on this one. If I am a player and I get marked, I would like to know about it. I agree with OWLTHEMAD, give it group utility. Maybe it could be the 'execute' skill instead of Assassin's Blade. Instead of having a single skill execute, Mark could indirectly increase the damage you deal to enemies below a certain amount of health. For Example:
Reapers Mark:
Expose an enemy's weaknesses to cause them to take 5% more damage from all sources for 20 seconds. This damage increases against enemies with 50% health or less, dealing an extra 1% damage for every 2% missing. When a marked enemy dies, you heal for 5597, and you grant gain Major Berserk to you and your group, increasing your damage done by 25% for 8 seconds. This portion of the ability scales off your Maximum Health. You can only have one Reaper's Mark active at a time.
In summary, this would mean that any enemy above 50% health would only take 5% extra damage which is not that much. But once an enemy gets below 50% its starts to ramp up. At 40% health this would equate to 10% extra damage. At 30% health/15% extra damage. etc. Of course an enemy could only be affected by one mark at a time.
Now you have a real use for the skill, that benefits solo players and groups. If Major Fracture was returned to Surprise Attacks and perhaps Breach put on something like Concealed Weapon or maybe a Cripple morph, you could combine them.
Would be insanely broken in PvE.
MindOfTheSwarm wrote: »
Explain more please. Is 5% really that much? Remember, I said that it would not stack with other marks. So the group could only benefit from 1 NB running it.
nb needs a "major wilt"' debuff on one of their skill which would reduce healing done by the target by 30% for Xsec (let's say 6) or some passive "minor wilt" that would have the same effect but with 8% and for 10s + removal of all cast times. travel times are [snip] but everyclasses have them so, it's "ok". let's add some random synergies that would help our team, hot/dot/invisible but not on ult that cost 150/200 and are never usable
at least for pvp.
for pve well... any dmg increase to nb skills would be cryed at by the entire community but NB even if nbs are far from top, either single target and aoe dmg but tweaking numbers by 5% would be nice.