master_vanargand wrote: »
- Passive ability "Magicka Flood" increases stamina and magicka. (Rename it to "Power Flood". If this is not done, Cannot be called the hybridization. Also, please change the activation condition of the passive skill to "While slotted Siphoning skills on either bar".)
- Change passive abilitie "Hemorrhage" to "While slotted Assassination skills on either bar". (The current problem, PvE DPS Nightblade is forced to use Assassination ult skill on both bars. If only one bar is OK, without reducing DPS, NB can change the back bar ult slot to AoE Damage ult skill.)
- Increases passive abilitie "Pressure Points" from 438 (2%) to 657 (3%). (This is the easiest and most reliable way to increase the DPS of PvE Nightblade.)
master_vanargand wrote: »In an update a few years ago, invisible and stealth were no longer broken by single or AoE DoTs.
Only AoE direct damage, Detection potion, and Detection skill can destroy invisible and stealth.
But "Elemental Susceptibility" and "Structured Entropy" destroy invisible and stealth.
This is a bug, I tested how this happens.
Regarding "Elemental Susceptibility", there is a bug that causes some status effects to destroy invisible.
I tested it, and it seems that the "Burning" status effect is destroying invisible.
It's highly likely that other status effects that give DoTs also have a bug that destroys invisibility, just like "Burning".
Game creators should check all status effects just to be sure.
The mechanism by which "Structured Entropy" destroys invisible and stealth probably has to do with the visual effect of the line connecting the player and the target.
In other words, to display the line's visual effect, you need to know the position of the invisible player.I think the above process is probably the cause of the bug of "Structured Entropy".
- "Structured Entropy" DoT damage and cast player to heal.
- The server tells cast player the position of the target invisible player as information to draw the line's visual effect.
- The position of the invisible player is now known, so the invisible effect will be destroyed.
Below is a video of me testing the bug.
[ESO]"Elemental Susceptibility" and "Structured Entropy" destroy invisible[BUG]
https://youtu.be/GOTjX6kePkQ
[Test]
- Testing "Structured Entropy", destroy invisible.
- Testing "Normal DoT skill", Invisible will be maintained.
- Testing "Elemental Susceptibility", destroy invisible.
- Testing "Overcharged of Status effect ", Invisible will be maintained.
I don’t see the point in using Mark Target and its morph when you have a cooler Elemental Susceptibility, yes, Mark Target prevents the enemy from going invisible,
Change Blur and it morphs making it a shield from damage received and reflect damage dealt to the shield back to the enemy, or heal you from damage done to the shield the first morph will allow you to use it on yourself, the second on an ally
Dark cloak needs to be changed a little, it is necessary to increase its duration, the current duration is very low, and for example, change the condition for increasing healing to not to stand still, or change it to something else, for example, give this ability minor Physical Resistance.
Increase the duration of Shadow Barrier to 12-15 seconds, and cancel the condition where it increases its duration for each piece of heavy armor on you
Soul Siphon ult morph should deal damage, heal allies from % of damage dealt, siphon health from enemies and heal allies near you, instead of you
Power Extraction gives too much compared to Sap Essence, let both give Minor Courage, and Sap Essence still heal but not by a fixed value, but by a % of the damage dealt. This option will help builds with P.Extraction to reduce the healing and damage of enemies, and the second one is better to survive in mass battles, or heal allies, which fits better with the concept of a nightblade healer, who should deal more damage in order to heal himself and allies more effectively
A little weird things:
Veiled Strike and blur should swap places in the branches, because it would be logical
Issue is you still fall down the "Any buff for PVE is an overbuff in PVP" pit and the opposite
Case example : cloak
Dark cloak change to boost health when immobile is great for the rare NB tanks like me but sucks for DPS or PVP that require a lot of mobility as main source to stay alive, so it got nerfed for use on DPS
The double bar effect of shadowy disguise was nice to boost PVE DPS but has 2 issues :
1.Nobody needs or use that skill outside RP/criminal and PVP activities so you waste a skill slot for dungeons and trials just for the buff and passive bonus
2.It just buffed PVP gankblade and gave even more incentive to go down that playstyle which is already complained about as far as Sheo's cheese cellar goes
Unless PVE and PVP abilities can be clearly separated, which has its own issues, NB can't get any significant buffs for PVE without causing it to become overtuned in PVP
You don't use the Dark Veil passive, do you?
It practically doubles its Dark Cloak's duration.
The defence it gives is in Minor Protection.
Why stop the self heal? That's the whole reason people use the damage version. If you want to heal allies then go for the morph that is purely a heal. Cancelling the self heal and making it heal allies will just make the ability useless in most scenarios. It's the ability solos use, remember that.
The purpose of power extraction is extra damage boost. The purpose of sap essence is healing.
You apparently don't play a T4 Vampblade. Sap essence as it is now allows me great healing in combat and the ability to heal out of combat. If it heals by % of damage done instead of flat value, I will lose the ability to self heal out of combat.
What good would Power Extraction be if it's extra buff is also given to Sap Essence?
Why would anyone use Power anymore, when Sap is then the same thing but also with heal effect?
No. Just no. I like my concealed weapon proccing my Shadow Barrier. Leave it be. That's our shadow spammable. "Strike from the SHADOWS"
Now, Aspect of Terror and Blur being swapped might be fine, the description only says "dark spirit," doesn't specifically say shadows like Concealed Weapon does.
KaironBlackbard wrote: »You're going off mechanics, not style.
Concealed weapon is in the shadow tree because you are striking from the shadows.
Blur and Mirage are in the assassination tree because they are assassin's agility.
KaironBlackbard wrote: »Smack with concealed weapon, gain 6 seconds of Major Resolve.
Don't you dare butcher that!
I could care less about 300 crit rating.
KaironBlackbard wrote: »Smack with concealed weapon, gain 6 seconds of Major Resolve.
Don't you dare butcher that!
I could care less about 300 crit rating.
KaironBlackbard wrote: »Smack with concealed weapon, gain 6 seconds of Major Resolve.
Don't you dare butcher that!
I could care less about 300 crit rating.
Well, that’s probably why the duration of major resolve needs to be significantly increased, and the dependence on heavy armor removed, so that there is no need to spam abilities from the shadow branch, and if blur is also moved there with a shield from damage received that would heal you, then an interesting one would appear protective alternative to shadowy and dark cloak or for combination with them
KaironBlackbard wrote: »Smack with concealed weapon, gain 6 seconds of Major Resolve.
Don't you dare butcher that!
I could care less about 300 crit rating.
Well, that’s probably why the duration of major resolve needs to be significantly increased, and the dependence on heavy armor removed, so that there is no need to spam abilities from the shadow branch, and if blur is also moved there with a shield from damage received that would heal you, then an interesting one would appear protective alternative to shadowy and dark cloak or for combination with them
Looking at it from my (relatively casual solo) PvE perspective, I'm not entirely sure how I'd feel about that. Let's say Shadow's Barrier's duration would be doubled. In that case just keeping up Twisting Path would give me 100% uptime on Major Resolve on my two NB's that don't wear Heavy Armor.
On one hand that'd be great, sure, but I also think it'd be 'unfair' to other classes that have to use a skill slot and spend resources to get Major Resolve (alongside a secondary effect that pales in comparison Path).
KaironBlackbard wrote: »Smack with concealed weapon, gain 6 seconds of Major Resolve.
Don't you dare butcher that!
I could care less about 300 crit rating.
Well, that’s probably why the duration of major resolve needs to be significantly increased, and the dependence on heavy armor removed, so that there is no need to spam abilities from the shadow branch, and if blur is also moved there with a shield from damage received that would heal you, then an interesting one would appear protective alternative to shadowy and dark cloak or for combination with them
Looking at it from my (relatively casual solo) PvE perspective, I'm not entirely sure how I'd feel about that. Let's say Shadow's Barrier's duration would be doubled. In that case just keeping up Twisting Path would give me 100% uptime on Major Resolve on my two NB's that don't wear Heavy Armor.
On one hand that'd be great, sure, but I also think it'd be 'unfair' to other classes that have to use a skill slot and spend resources to get Major Resolve (alongside a secondary effect that pales in comparison Path).
Well, in fact, this will not be an isolated case of easily obtaining a long-term buff, for example, a templar is given Minor Sorcery for 20 seconds, and this is one of the rarest buffs in the game, unlike major resolve, which is easy to obtain and which simply takes up an additional slot .
KaironBlackbard wrote: »Smack with concealed weapon, gain 6 seconds of Major Resolve.
Don't you dare butcher that!
I could care less about 300 crit rating.
Well, that’s probably why the duration of major resolve needs to be significantly increased, and the dependence on heavy armor removed, so that there is no need to spam abilities from the shadow branch, and if blur is also moved there with a shield from damage received that would heal you, then an interesting one would appear protective alternative to shadowy and dark cloak or for combination with them
Looking at it from my (relatively casual solo) PvE perspective, I'm not entirely sure how I'd feel about that. Let's say Shadow's Barrier's duration would be doubled. In that case just keeping up Twisting Path would give me 100% uptime on Major Resolve on my two NB's that don't wear Heavy Armor.
On one hand that'd be great, sure, but I also think it'd be 'unfair' to other classes that have to use a skill slot and spend resources to get Major Resolve (alongside a secondary effect that pales in comparison Path).
Well, in fact, this will not be an isolated case of easily obtaining a long-term buff, for example, a templar is given Minor Sorcery for 20 seconds, and this is one of the rarest buffs in the game, unlike major resolve, which is easy to obtain and which simply takes up an additional slot .
True, but Nightblades are also given Minor Savagery for 20 seconds, which I believe is just as rare? I think that it'd be better to compare Shadow Barrier to the Templar's Spear Wall passive, which gives Minor Protection for 6 seconds (and the duration can't be extended by wearing Heavy Armor). In that way, the passives seem quite balanced against each other. And they are certainly better than some other classes' passives.
So yeah, despite profiting from a buff to Shadow Barrier's duration myself, to keep things balanced I'd rather see changes to other skills or passives that help Nightblades in areas where they are lacking (endgame PvE DPS for example).
KaironBlackbard wrote: »Major Resolve translates to ~13% mitigation, as long as it isn't penetrated. It is functionally zero in PvP. My NB Tank has 28k base armor and they cut through him like he's unarmored. I honestly don't know how to make him more survivable. I might just swap Shadowy Disguise for Dark Cloak to give him 5% less damage taken. He runs Flare and Radiant, Major Protection and immunity to sneak attack stuns. Also runs Lotus Fan and Pierce Armor. Spell Wall. Guarded Stance. Back bar has Shadowy Disguise for escape. Ice Staff. Veil of Blades. I forget what else is on backbar since I don't use it much. I know every slot has a purpose, and it has no room for Elemental Destruction.
at the moment when I just start to lower the enemy’s health, its effect disappears, a couple of seconds to swap the panel and recast the shadow skill.
master_vanargand wrote: »
And, Abilities as passives would probably normally have reduced effects to incentivise using them as actives instead of passives.
Buff Abilities passively granting their buffs would reduce max resource by their cost, which btw reduces your damage output by reducing your max resource. That would be the balancing for that.
DrNukenstein wrote: »master_vanargand wrote: »
And, Abilities as passives would probably normally have reduced effects to incentivise using them as actives instead of passives.
Buff Abilities passively granting their buffs would reduce max resource by their cost, which btw reduces your damage output by reducing your max resource. That would be the balancing for that.
This is so close to a great idea for ALL classes. Getting to slot say, 5 passives instead of benefiting from every single passive you have the skill points for. Would probably require a rebalance of nearly every passive, but would bring in a wild new era of theory crafting for this game while reigning in some of the insane power creep of the hybrid meta.
Make it happen, update 45. Prune our power and make us make decisions.
master_vanargand wrote: »The idea of Shadow Cloak "While slotted on either bar, you gain Major Buff" is great.
I wish the game creator would give that idea to the "Assassination" and "Siphoning" skills as well.
I think need add "While slotted on either bar, you gain Major Brutality and Sorcery" to Siphoning Strikes.
And remove the "Brutality and Sorcery" from Drain Power and give it buff something better.