Captain_OP wrote: »I am not a fan of leeching strike and it’s morph’s. It feels like to be only rewarding to good players which don’t fail to use light attacks.
I would be happy if leeching strikes give for it’s duration the major buffs, this way drain power can get changed to a stronger aoe and maybe to something that heals on both morphs.
Chilly-McFreeze wrote: »I really don't see the issue here. What's wrong with rewarding players for keeping up a good weave?
There is nothing wrong for good players, but it feel underwhelming if not utilized. If i fail and miss LA and timing to recast, then it feels like a 1:1 ressource trade and a useless skill.Chilly-McFreeze wrote: »I really don't see the issue here. What's wrong with rewarding players for keeping up a good weave?
Agree. It really feels out of place. However, I'm unsure if ZOS wouldn't nerf leeching strikes in some way when they add major brut/sorc there.
Tommy_The_Gun wrote: »Chilly-McFreeze wrote: »I really don't see the issue here. What's wrong with rewarding players for keeping up a good weave?
I don't think it is super problematic, if you have good rotation. But for the newer player it can be a big culprit. They will try NB, see what dmg they can do, what sustain they have and if they try other class - they will get better result.
In their eyes, NB will be inferior.
It is very similar case as with Shadow Image. It is a very good skill, but very hard to master. It makes NB a class that has very steep learning curve (probably the steepest of all classes).
I know that in a thread about NB, there is probably a lot of NB mains, so making class easier to play would probably not be a popular opinion amongst NB mains, but I am NB main also... And I don't think that gate-keeping is a good idea.
I would make merciless a toggle, so that you don't have to refresh it and just fire it on the 5th or keep it up for the bonus once full. Also, a better cue should be given when's ready, that would remove the need to look at the bar if a lot of movement is happening and I may have missed a LA.
Cast times on ultimates can also go.
Captain_OP wrote: »
Maybe removing the blood magic from nightblade could benefit the game in generall, because i feel like it is blocking vampire skills. I mean like skills would be redundant or duplicated.
Chilly-McFreeze wrote: »Captain_OP wrote: »
Maybe removing the blood magic from nightblade could benefit the game in generall, because i feel like it is blocking vampire skills. I mean like skills would be redundant or duplicated.
You think it will be well recieved to rip out a third of a class toolkit?
Why not the other way around: a dedicated world-skillline about enchants or alchemy that e.g. prolongs potion effects... Oh, wait...
I would make merciless a toggle, so that you don't have to refresh it and just fire it on the 5th or keep it up for the bonus once full. Also, a better cue should be given when's ready, that would remove the need to look at the bar if a lot of movement is happening and I may have missed a LA.
Cast times on ultimates can also go.
Chilly-McFreeze wrote: »I agree that often the themes of assasin an poisoning goes hand in hand. I just doubt that ZOS will "force" a class to play around weapon poisons or enchantments.
That is actually very good and arguably one of the strongest NB passives, as it enables NB to acumulate ulti points outside of combat. NBs are assasins, so it makes sense for them to be able to start a fight with an ultimate. Also it gives NB a unique vibe & class identity. Assasin / Dark Knight / Blood mage. Idk about you, but I love those themes.the1andonlyskwex wrote: »Chilly-McFreeze wrote: »I agree that often the themes of assasin an poisoning goes hand in hand. I just doubt that ZOS will "force" a class to play around weapon poisons or enchantments.
It already annoys me that one of the Siphoning passives relies on potion use.
Tommy_The_Gun wrote: »That is actually very good and arguably one of the strongest NB passives, as it enables NB to acumulate ulti points outside of combat. NBs are assasins, so it makes sense for them to be able to start a fight with an ultimate. Also it gives NB a unique vibe & class identity. Assasin / Dark Knight / Blood mage. Idk about you, but I love those themes.the1andonlyskwex wrote: »Chilly-McFreeze wrote: »I agree that often the themes of assasin an poisoning goes hand in hand. I just doubt that ZOS will "force" a class to play around weapon poisons or enchantments.
It already annoys me that one of the Siphoning passives relies on potion use.
Mark target
A no cost debuff skill (major breach) lasting 20s that grants a burst heal on kill, but only 1 enemy can be marked at any given time
One morph is a PVP oriented invisibility counter and also extend the mark's duration and the other buff the burst heal effect and give minor berserk for 5s on top of it when killing the target
The kill requirement to get any of its benefits along the target limit make it unreliable and dead useless in PVP or boss fights with no adds while elemental drain give you multi target capability and a bonuses upon damaging the target rather than kill
The burst heal also benefits tanks the most as the healing scale with max hp (as a tank my tooltip shows 31k instant heal while unbuffed, by far the largest instant heal I am aware off in game that isn't an ult) but you can't decide when the target die to get the massive burst heal when you need it so its not used by tanks
master_vanargand wrote: »Was Nightblade deserted?
Hopeless PTS patchnote
So can we all agree the following skills are outdated/useless and in dire need of a full rework
Aspect of Terror
A CC which only positive is being a decent AOE sized CC but limited to 3 targets
One morph double the number of enemies you can fear the other make it a trap with an activation delay both where you stand and where you aim
The skill is totaly outclassed by the fighters guild repel evil that grants you minor protection/endurance AOE for 20s + fear on casting for just a slightly shorter range and changing the cost to stam
Mark target
A no cost debuff skill (major breach) lasting 20s that grants a burst heal on kill, but only 1 enemy can be marked at any given time
One morph is a PVP oriented invisibility counter and also extend the mark's duration and the other buff the burst heal effect and give minor berserk for 5s on top of it when killing the target
The kill requirement to get any of its benefits along the target limit make it unreliable and dead useless in PVP or boss fights with no adds while elemental drain give you multi target capability and a bonuses upon damaging the target rather than kill
The burst heal also benefits tanks the most as the healing scale with max hp (as a tank my tooltip shows 31k instant heal while unbuffed, by far the largest instant heal I am aware off in game that isn't an ult) but you can't decide when the target die to get the massive burst heal when you need it so its not used by tanks
Consumming darkness
A small AOE granting major protection for 18s with a massive snare effect, ally can use a synergy to turn invisible and get a burst heal
Morph either adds damage or allow major protection buff to remain even when out of the AOE until ult timer expire
This is a defence oriented skill, the caster gets nothing out of it worth a ult skill slot ever since damage mitigation got nerfed by a factor of x6, the skill worth was entirely dependent on major protection's damage mitigation wich has been gutted a long time ago
ProbablePaul wrote: »master_vanargand wrote: »Was Nightblade deserted?
Hopeless PTS patchnote
One thing I have been wishing for is to add major sorc/brut to siphoning strikes. Having access via momentum is great, but I don't want to be forced to use 2h for the pre-emptive major sorc buff, if possible.
the1andonlyskwex wrote: »Tommy_The_Gun wrote: »That is actually very good and arguably one of the strongest NB passives, as it enables NB to acumulate ulti points outside of combat. NBs are assasins, so it makes sense for them to be able to start a fight with an ultimate. Also it gives NB a unique vibe & class identity. Assasin / Dark Knight / Blood mage. Idk about you, but I love those themes.the1andonlyskwex wrote: »Chilly-McFreeze wrote: »I agree that often the themes of assasin an poisoning goes hand in hand. I just doubt that ZOS will "force" a class to play around weapon poisons or enchantments.
It already annoys me that one of the Siphoning passives relies on potion use.
Not everybody like to burn consumables all the time (especially out of combat). NB is the only class with such a requirement. I'd rather have pretty much any other ult generation passive in the game.
Nightblade
Assassination
Mark Target
Piercing Mark (morph):
Fixed an issue where the heal from this morph was lower than the base ability.
Increased the duration of the effects to 60 seconds at rank IV, up from 30.
Teleport Strike
Ambush (morph):
Increased the duration of Empower granted from this morph to 10 seconds, up from 3.
This morph now also grants Minor Berserk for its duration.
Shadow
Path of Darkness
Refreshing Path (morph): This morph now also grants Minor Endurance and Intellect for 4 seconds each tick.
Veiled Strike
Surprise Attack (morph): Fixed an issue where this morph had no upgrades as it ranked up. It will now deal 1.1% more damage per rank.
Siphoning
Drain Power: Increased the duration of Major Brutality and Sorcery granted from this ability and its morphs to 30 seconds, up from 20, to make up for the fact that they require a target to gain these effects.
Power Extraction (morph): This morph now also grants the caster Minor Courage for 30 seconds upon dealing damage.
Soul Shred:
Fixed an issue where this ability and its morphs could ignore line of sight in some cases.
Fixed numerous issues where the damage or healing from these abilities could use the wrong stats to scale.
RedFireDisco wrote: »They gave tiny buffs to pointless NB skills while every other class got buffed. This is complete trash, yet again.