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Nightblades are breaking PvP

  • Slack
    Slack
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    Wardens should be able to execute
    PC EU
    Betty Breeze - Magwarden
    Hunts S'hitblades - Stamplar
    Aschavi - Magplar
  • Sergykid
    Sergykid
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    cost increase per use, like dodge roll or streak

    what is this forum and why i don't like it:
    - complainers that cry without reason and without solution
    - trolls that give cheap or useless answers
    - people giving advice with counters that are not viable
    - bloggers that talk about their day or what they use in game
    - roleplayers that talk about fashion
    - people with solutions or bug reports are ignored
    - people that write walls of text without reason
  • Iki
    Iki
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    Universe wrote: »
    Iki wrote: »
    Nightblade-class sure is overperforming now, as it has done for a long time, but name of this thread is still exaggerating. It`s performance issues more than anything that truly breaks pvp. Lag reduces chance to survive nightblades burst or chase/find them when they escape with cloak and shade.

    Two changes I would like to see:
    1. Remove 20% damage-increase part from incapasitating strike, that would slightly tone down nightblades burst in pvp while it would also be elegant way to slightly close the gap in pve-dps between nbs and other classes

    2. Buff counters to cloak/invisibility. Radiant magelight and detection potions need at least 5 meters increase to their detection-radius and then one morph of expert hunter should be buffed to have same radius.

    This won't be enough.
    Cloak should receive the Streak and dodge roll treatment, casting again within 4 seconds should increase it's cost significantly.

    Nay, I`d like to see the opposite, stacking cost-increase removed from bolt escape and maybe, just maybe also from roll-dodge. Then adjust base-cost to be at appropriate level. It`s not just about how powerful/useful single action is, it`s also about how well it can be countered. Cloak simply needs its counters buffed, same with roll-dodge, some of the undodgeable abilities could perhaps use buffing. Bolt escape however is already very easy to counter, especially now with swift jewelry-trait. Stacking cost-increase is extremely lame mechanic and should be deleted from game. If something is overperfoming it means its counters are underperforming, simple as that. At least in pvp.
  • Strider__Roshin
    Strider__Roshin
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    usmguy1234 wrote: »
    Daus wrote: »
    I don't have any issues with cloak, but I know that many do, and it's due to its lack on innate counters. Since we're finally addressing damage shields I think it wouldn't be a bad idea to bring this ability back to the balancing board. Maybe rework it or adjust its coding.

    There's no real way to balance Cloak because of the mobility that everyone has now. It's not Cloak that's too strong it's players ability to move quickly that's too strong. Cloak just plays off the mobility. I've come to this conclusion by playing FM melee magblade and destro magblade. On a FM concealed weapon build Cloak is amazing allowing you to move quickly and freely in a fight and will basically allow you to escape any situation. On a destro build though Cloak is a garbage ability that I find impossible to even make room for on my bars because of the lack of snare removal and movement speed.

    And if you nerf mobility, you nerf other stam specs while nightblade still stays considerably stronger. It needs to be brought in line with other escape abilities. It should at least get the dodgeroll treatment.

    @usmguy1234

    I've suggested in the past that magicka regen should stop while invisible. The cost increase route wouldn't be fair because cloak has a habit of immediately breaking because reasons.
  • oxygen_thief
    oxygen_thief
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    Thogard wrote: »
    Universe wrote: »
    This won't be enough.
    Cloak should receive the Streak and dodge roll treatment, casting again within 4 seconds should increase it's cost significantly.
    Sure! with a 9k magicka pool on a stam character (on BGs for example) and having a cost of 4k = you'll make it useless.

    no it will be ok if you will increase your magicka to 20k as my sorc does with stamina :)
  • Artim_X
    Artim_X
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    I'm always surprised by the fact that cloak has yet to receive the streak/dodge roll treatment.
    (AD) Artim X |PC/NA| Primary Guild: Storm Guides NA Casual staff wielding vampire sorcerer.

    My Easygoing Builds
    Electric-Stun
    https://media.giphy.com/media/hokMyu1PAKfJK/giphy.gif
    Proc free DPS build for when a tank isn't holding bosses in place and for times where one is not getting buffed by a healer.
    Gear: 5 Netch's Touch (All apparel Divines with Max Mag Enchants), 2 Slimecraw (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Shock Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Storms, and Thunderous Rage.

    Electric-Burn
    [url="https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif[/url]
    DPS build for more organized groups.
    Gear: 5 Burning Spellweave (All apparel Divines with Max Mag Enchants), 2 Grothdarr (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Inferno Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Hardened Ward (Twilight Tormentor if one can somewhat trust both the heals and tank to keep you alive), Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Flame Reach, Dampen Magic (Twilight Tormentor if one can somewhat trust both the healer and tank to keep you alive), Unstable Wall of Fire, and Fiery Rage.

    Electric-Cool
    [url="https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif[/url]
    Utility focused DPS build that is capable of tanking normal dungeons and vet non dlc dungeons, but it does not provide enough tank based buffs/debuffs to warrant it's use in trials/vet dlc dungeons and due to the limits of damage shields it would be too much of a liability due to the sheer number of potential one-shot mechanics that a pure tank would have an easier time dealing with.
    Gear: 5 Icy Conjuror (All apparel Divines with Max Mag Enchants), 2 Iceheart (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Ice Staff (infused/ice enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath (Elemental Drain in vet content if healer isn't using it), Hardened Ward, Lightning Flood, and Power Overload (Replenishing Barrier when healer isn't keeping others alive).
    Ability-Bar 2: Dark Deal, Streak (Inner Rage when dealing with multiple bosses), Frost Reach (Restraining Prison when I want to lock enemies down), Dampen Magic, Unstable Wall of Frost, and Icy Rage (Aggressive Horn when DPS is decent).

    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    My healer build that I for the most part only use in normal dungeons/trials or in Vet premades, since playing with randoms tend to result in me being in a group that lacks DPS, has a fake tank, or both.
    Gear: 5 Spell Power Cure (All apparel Divines with Max Mag Enchants), 2 spell critical monster set pieces when I don't feel like using spell crit pots, Grothdarr when I want to do more damage, Bogdan when I want more HoTs, Symphony of Blades to provide more emergency resources, or Earthgore when I feel like it would make a significant difference (All Divines. 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (infused with weapon damage enchant).
    Ability-Bar 1: Critical Surge (Power Surge for more heals), Boundless Storm, Combat Prayer, Ward Ally (Twilight Matriarch for another burst heal and damage), Energy Orb, and Replenishing Barrier.
    Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Hardened Ward (Twilight Matriarch for another burst heal and damage), Unstable Wall of Storms, and Aggressive Horn.

    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    Tanky utility focused PvP healer that can take down very inexperienced players, but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    Gear: 5 Torug's Pact (3 heavy body pieces, light waist, and medium hands. All Impenetrable. Max Mag Enchants), 2 heavy Mighty Chudan (All Impenetrable. Max Mag Enchants), and Knight Slayer jewelry (arcane with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant. Same enchant as lightning in order to maintain consistent pressure regardless of which staff you're heavy attacking with). [When more focused on damage will change Chudan pieces to medium and light. Also all my Torug body pieces to light except the chest that stays heavy].
    Ability-Bar 1: Structured Entropy, Consuming Trap, Haunting Curse, Ward Ally, Rapid Regeneration, and Life Giver (or Soul Assault).
    Ability-Bar 2: Dark Deal, Elusive Mist, Rune Cage, Hardened Ward, Efficient Purge, and Shooting Star.

    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    Damage shield tank designed to help my guildmates clear vet dungeons when a typical tank isn't available.
    Gear: 5 Brands of the Imperium (All Divines with Max Mag Enchants), 2 Mother Ciannait (All Divines. 1 med/1 light. Max Mag Enchants). Combat Physician jewelry (arcane with spell damage enchant)/Ice Staff (infused/crusher). Blackrose Restoration Staff (doesn't have to be the perfect version. infused/hardening enchant).
    Ability-Bar 1: Critical Surge, Bound Aegis, Inner Rage, Boundless Storm, Ward Ally, and Replenishing Barrier.
    Ability-Bar 2: Deep Thoughts, Bound Aegis, Restraining Prison (Elemental Drain in vet content if healer isn't using it), Unstable Wall of Frost, Hardened Ward, and Temporal Guard.

    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap. Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).

    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.

    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    PvP: The Atronach.
    PvE: I will almost always use the Atronach in this content as well (especially if I'm healing in PvE or playing it safe while solo). However, in a strong group other Mundus Stones can be effective (Thief is what I would use in a serious group as a healer. As DPS I would use Shadow or Lover depending on group), since a heavy attack rotation will ensure that you're always restoring magicka at a decent rate. When using electric-ward in vet content I will always use the Lady to reach 25k+ physical/spell resistances.

    Current Champion Points
    [url="https://media.giphy.com/media/y2RgvEEy1R5rW/giphy.gif[/url]
    Mag Sorc: More focused on damage, since changing CP isn't free. Mage: Elfborn (56), Spell Erosion (22), Elemental Expert (64), Staff Expert (44), Master-at-Arms (9), and Thaumaturge (75). Warrior: Ironclad (34), Resistant (8), Light Armor Focus (12), Hardy (32), Elemental Defender (32), Thick Skinned (31), Expert Defender (33), Bastion (56), and Quick Recovery (32). Thief: Warlord (31), Sprinter (6), Bashing Focus (6), Arcanist (75), Tenacity (75), Shade (25), Tumbling (26), and Shadow Ward (26).

    Rotations
    [url="https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif[/url]
    Mag Sorc: (In your gameplay settings turn on quick cast ground abilities) Buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, drop Rage if it's active (only drop it on significant bosses or in situations with lots of enemies where you know you'll have the ult filled up by the next boss), Reach, Unstable, quickly weapon swap, Liquid Flood, two heavy attacks, activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, and repeat. If you have an excessive amount of ult and you're dealing with trash mobs activate overload before performing the rotation, but don't heavy attack for too long. If you have enough ult for Rage while you're fighting a serious boss and you're in the middle of the rotation just focus on activating the ultimate, afterwards either continue the rotation or start from scratch. During the execute phase (around 20% health) replace the second heavy attack with about 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold heavy attack while spamming Wrath). When using Twilight Tormentor only use the active ability before a fight and at times where you aren't actively engaging the boss.

    When frost staff tanking a single boss buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff, drop Rage if it's active, Reach/Restraining (at times can be replaced with an additional lightning staff heavy for sustain), Unstable, quickly weapon swap, Lightning Flood, one heavy attack (two if Reach isn't used), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, one heavy attack, and repeat. If frost staff tanking multiple bosses buff up with Boundless and Surge, weapon swap immediately after casting the previous skill, heavy attack with the ice staff each enemy, drop Rage if it's active, Unstable, quickly weapon swap, Lightning Flood, heavy attack priority boss in order to proc IA (pink smoke), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, heavy attack all the bosses, and repeat. Can also slot in Inner Rage and forego heavy attacking with the ice staff. If using inner rage after getting aggro perform the DPS oriented rotation and retake aggro after 1 rotation. Most challenging bosses to keep aggroed will be the Pact in the Blessed Crucible and the knights in the White-Gold Tower, since you need to keep 3 enemies taunted, but they can also be locked down with Restraining. During the execute phase on a single target (around 20% health) replace the second heavy attack with a partial heavy attack in order to proc IA and around 4 Mages' Wrath, but if boss is melting quickly just keep spamming Wrath (hold block while spamming Wrath).

    When healing in PvE just keep all support skills and Unstable up. Heavy attack primarily with a restoration staff whenever you can. Be reactive with your heals (when someone is scratched use ward ally and top them off with some Prayers). When taking a lot of continuous damage make sure to have all buffs/debuffs up while keeping Energy Orb active in the group. At the boss use the horn ult, but only when the group has decent survivability and damage. If too many players lack survivability then use the barrier ult to make life easier (longer fight, but less risk of death). Can use barrier when dealing with trash mobs (gives back ult).

    In PvP you'll rarely be in a scenario where you can perform a PvE esque rotation with AOE unless you're performing a single target burst. For the most part just stun peeps whenever possible, apply dots, and heavy attack them a few times. Rinse and repeat till they die and use ults as needed, but make sure to keep your health and shields up whenever you take significant damage (might have to keep one's distance if a dk is using a skill like draw essence). When in a high pressure situation stay on the lightning staff bar and keep hardened ward up while stunning and heavy attacking hostiles make sure to keep primary buffs up, heal up, purge, and shield stack as needed. When dealing with a large amount of enemy players alongside your faction keep your distance from friendlies (avoid bombs). If you get debuffs on you be careful not to overuse efficient purge, which is still quite costly. If not grouped up do not bother using purge on a debuffed friendly, since it will not affect them at all.

    In PvE and PvP make sure to utilize tab target to keep track of priority enemies. Use streak in PvE for mag based movement that also allows you to stun a group of enemies. Use elusive mist for mag based movement, snare removal, and damage mitigation in PvP (can also be used in stealth, but will pop you out of a hidden state for a brief moment).

    In PvP when solo taking a resource ride your mount towards the tower, aggro the two guards at the front of the entrance, then head on inside the tower, buff up, purge, head up the stairs, kill everyone that follows especially the mage guard, kill everyone on the flag, and flip.

    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    Gold Food for PvE:
    (DPS) Corrupting Bloody Mara (increases Max Magicka by 4620, Max Health by 5051, and Health Recovery by 505 for 2 hours). If a vampire use font of loss furnishing to decrease vampirism to stage 1 to benefit from health recovery.

    Gold Food for PvP and PvE:
    (PvP healer/PvE serious tank) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours).

    Trash Potions when feeling cheap:
    Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.

    Crafted Potions:
    Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking).
  • sp_korshun
    sp_korshun
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    Really nice name of the thread :) Lots of people hate dks and their reflective scale, sorcs and their shields, templars and bol, warden and their forest, stam classes and executioner spam with asylum weapon, but ofc only nbs with cloak are breaking pvp :'(:D
  • Tryxus
    Tryxus
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    Slack wrote: »
    Wardens should be able to execute

    Bear
    "In the Storyteller's name, I stand upon the bones of the world. I drink in the promise and power of nature's law, and breathe out my thanks."
    Tryxus - Magicka Warden - PC/EU/DC
  • Shantu
    Shantu
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    Oh hell, let's just nerf everything until we're all reduced running around Cyrodiil calling each other bad names.

    Cloak is WAY overrated. The only people that use it productively in combat are players that took the time to get good at it. That's pretty much true of any skill. So lets just keep nerfing abilities until nobody is good at anything. Give this whiny nerf mania a rest. :/
  • BigBragg
    BigBragg
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    And the word for today is counterplay. Learn it. Love it. Use it.
    Edited by BigBragg on September 15, 2018 7:42PM
  • sp_korshun
    sp_korshun
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    Shantu wrote: »
    Oh hell, let's just nerf everything until we're all reduced running around Cyrodiil calling each other bad names.
    We need Cyro as a naked zone without gear, weapons and abilities! >:)
  • Datthaw
    Datthaw
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    Sure, you can take cloak, you just need to give nb's a burst heal or a class shield then.
  • thankyourat
    thankyourat
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    usmguy1234 wrote: »
    Daus wrote: »
    I don't have any issues with cloak, but I know that many do, and it's due to its lack on innate counters. Since we're finally addressing damage shields I think it wouldn't be a bad idea to bring this ability back to the balancing board. Maybe rework it or adjust its coding.

    There's no real way to balance Cloak because of the mobility that everyone has now. It's not Cloak that's too strong it's players ability to move quickly that's too strong. Cloak just plays off the mobility. I've come to this conclusion by playing FM melee magblade and destro magblade. On a FM concealed weapon build Cloak is amazing allowing you to move quickly and freely in a fight and will basically allow you to escape any situation. On a destro build though Cloak is a garbage ability that I find impossible to even make room for on my bars because of the lack of snare removal and movement speed.

    And if you nerf mobility, you nerf other stam specs while nightblade still stays considerably stronger. It needs to be brought in line with other escape abilities. It should at least get the dodgeroll treatment.

    I don't even think Stamblades are considerably strong right now. I think Stam warden and Stam sorc are both better than stamblade this patch. I also don't think giving it the Dodge roll treatment will not solve anything either because you would still be able to rotate between Cloak and roll dodge resetting both penalties. if people think stamblade is over performing and magblade is balanced they should find away to nerf stamblade without nerfing magblade.
    Edited by thankyourat on September 15, 2018 7:55PM
  • oxygen_thief
    oxygen_thief
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    Datthaw wrote: »
    Sure, you can take cloak, you just need to give nb's a burst heal or a class shield then.

    yeah give em nerfed hardened ward it will be funny
  • Nyladreas
    Nyladreas
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    TiberX wrote: »
    red_emu wrote: »
    Cavedog wrote: »
    Nightblades need to have their ability to cloak nerfed big time. Nobody should be able to fight hand to hand and be invisible at the same time.

    This is why 2/3 of everyone in PvP is running nightblades now, so they can fight while invisible, and never die because they can just turn invisible when they start to lose a fight. If a player engages in a fight, they should not also be able to be invisible at the same time, or within a split second after engaging.

    Nightblades are breaking PvP even more than the lag and server issues.

    Let me ask you then.... what are your resistances? fully buffed? Then we can compare them my nightblade?

    All classes sacrifice dps to go for crit resistance because of NB's, that means they go heavy armor not to get killed in 2 sec.
    guess what: NB's dont have to, they can go full damage because of cloak.
    How is this fair: all pvp population has to go crit resistant and high resistances just for escaping NB's.
    SOOOO what was the question again????

    Lol this dude has no idea that majority of good NBs always have impregnable with them. We die in 2 hits from everything if caught off guard.

    Not to mention cloak is the most unreliable form of defense ever. You just can't seem to find a counter for it. Deny a cloak to NB and we're done. Period.

    You're all either really high or just bad players if you can't stop complaining about NBs.

    Or you need to change your playstyles.
    S'Dahrra of Pellitine [PC] <-> [EU] Blood for the Pact
    "Where is it written that all our dreams must be small?"
    "The blowing sands of time wipe clean the footprints of the past."
    "One who dreams of becoming a king, should first become a man."
  • Drakkdjinn
    Drakkdjinn
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    It's the swift, my dudes.
  • merevie
    merevie
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    Detect works. Use it.
    Nb are the most squishy group in the game.
    There are also caltrops, streak and a million other ways to slow people.
    I have a nb -there is a rather large number of people who have no trouble killing me in a heartbeat.

    The better guilds have someone with detect and someone who slows people down when they see them.
    They also turn around and protect their tail and healers, rather than abandoning 1/3 of the group or allowing them to be split in half. Splitting up a group is a valid tactic and leaders should know how to deal with it.

    There are still guilds that play the pvp version of the earth is flat.
    Everyone runs in a line enabled by the rapids monkey. The healer will be on crown. Everyone hits proxy together. These people tend to get really salty when someone kills them. Especially if the enemy appear from nowhere and don't engage in straight line bombing competitions.
    Fear, stealth and sap contribute to being able to fight in different ways. If you have a guild where only one brain is allowed, then that leader's brain needs to be able to process changes on the battlefield.

    Nbs are necessary when one's faction is much smaller and gets constantly zerged. 9 vs 50 is the usual for our faction at night. We're not all going to stand there and wait for the bomb group & their associated followers to run over us.
    One banana group also likes to zerg bridge fights by simply running from one end to the other spamming spinning crap.
    They also do it in towers. In keeps. Probably even in their backyards.
    People need to be able to move away from that rubbish.
    Edited by merevie on September 15, 2018 8:46PM
  • Avnr
    Avnr
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    susmitds wrote: »
    Vampires should not be able to use Mist Form.
    Tanks should not be able to block.
    Sorcs should not able to cast spells.

    I never use Mist Form
    So why I need vampire? for the 10% mag?
  • KharnTheUndying
    KharnTheUndying
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    Would moving mark to assault skill line help?
  • Lord_Eomer
    Lord_Eomer
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    Cavedog wrote: »
    Nightblades need to have their ability to cloak nerfed big time. Nobody should be able to fight hand to hand and be invisible at the same time.

    This is why 2/3 of everyone in PvP is running nightblades now, so they can fight while invisible, and never die because they can just turn invisible when they start to lose a fight. If a player engages in a fight, they should not also be able to be invisible at the same time, or within a split second after engaging.

    Nightblades are breaking PvP even more than the lag and server issues.

    There is enough mechanics to pull NB out of stealth!

    Seems like L2P issue
  • olsborg
    olsborg
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    I main a nb, and I would not mind more strict conditions to cloak. That being said, I havent used the invis morph of cloak for a couple months now.
    Altmer Sorceror, magicka
    Bosmer Nightblade, stamina.
    Imperial Templar, stamina
    Redguard Warden, stamina

    Aldmeri Dominion!
    PC EU
    PvP only
  • DUTCH_REAPER
    DUTCH_REAPER
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    MDKs spammining impulse and bats back to back is ridiculous! Nerf it all!! Oh wait..meh bad. Had a flashback to pre 1.5 with all the QQ here.




  • Kadoin
    Kadoin
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    Heimpai wrote: »
    Isn’t there a healing version of cloak? Is it any good?

    Yeah if you stack it with all the healing proc sets out there + have high hp, it's not just good it's "godly". But the same can be achieved on any class with %HP heals because your stats don't matter or affect them like the heals that aren't. Good ZOS design right?
This discussion has been closed.