Since they did this change for a "reason", indicating they don't want NBs to have a burst heal, and the odds of them reverting that are slim, why not turn it into a shield? They already removed vitality from NBs, nothing to lose there. And the protection buff would actually help a shield. Would also work better with other HoTs and heals from oneself and a healer.
If ZoS really have it out for burst mitigation on NBs, maybe even some kind of shield over time.
Since they did this change for a "reason", indicating they don't want NBs to have a burst heal, and the odds of them reverting that are slim, why not turn it into a shield? They already removed vitality from NBs, nothing to lose there. And the protection buff would actually help a shield. Would also work better with other HoTs and heals from oneself and a healer.
If ZoS really have it out for burst mitigation on NBs, maybe even some kind of shield over time.
If this skill is over-performing in PVP, the devs need to find another way to address; this change just ruins the class for an important role.
Nightblade tanks already have access to multiple HoTs. They can place Refreshing under their feet. They can get a little from a cast of Swallow. If they are in a window of opportunity where they don't have to block and can weave abilities, they can get some from Siphoning/Leeching Strikes.
And while HoTs are useful for PvE tanking, what tanks need just as much are burst heals. Let's say you're in the Shadow Realm in Cloudrest. There's no healer down there. You're taking a DoT that can tick for at least 5K per second, sometimes reaching as high as 9K per second. And sometimes the only way to survive down there is to cast multiple burst heals in quick succession.
Current: 32% over 3s. (~11%, ~11%, ~11%)
PTS: 36% over 8s. (4.5%, 4.5%, ...)
Suggestion: 20% over 2s then 15% over 6s. (10%, 10%, 2.5%, 2.5% ...)
This would preserve some of the front-loading that's useful for tanking while also preserving the new HoT behavior that's more useful in general.
Also worth noting that even if tankblades could survive fine in most scenarios by stacking hots, it doesn’t seem balanced that this class is required to dedicate numerous bar slots to it while other classes only need one or two for sufficient self-heals.
Every class has one on demand health-based survival ability which fits naturally with a healthy tank build, so I think it’s good to compare those when talking about balance instead of, for example, BoL, which requires your tank to have high magicka/spell damage to be effective. The effects are based on next patch’s notes:
DK: Green dragon blood: 33% missing health instantly, Major endurance, Major fortitude, minor vitality for 20 seconds.
Sorc: Unstable clannfear: 35% max health instantly, npc companion for as long as it remains on your bar.
Templar: Radiant ward: damage shield of 30% max health plus 9% per nearby enemy instantly, AoE damage.
Nightblade: Dark cloak: 36% max health over 8 seconds, minor protection for the duration.
Warden: Polar wind: 15% max health instantly plus 30% over 10 seconds (is that value true? I think it is with the buff but sources online don’t seem reliable), heal party member for initial heal as well.
Necromancer: Hungry scythe: % max health plus % per nearby enemy instantly, plus % over 5 seconds (I can’t get on the PTS so don’t know what the actual values are), conal damage.
This leaves NBs as the only class without an on demand survival tool that can be used to mitigate or recuperate damage in a short period, and even comparing all of the skills themselves, dark cloak doesn’t seem drastically better such that it needs to be drawn out more. I’d honestly be ok if they kept the heal as is but removed minor protection if that’s what it takes to balance it, even though that would seemingly make it the worst of the bunch.
Alternatively, I wonder if allowing each cast’s hot to stack would be a good solution. That would still remove its burst healing capabilities because you’d need to spend several gcds to make the heal potent. The heal would be incredibly potent if you do stack it a bunch, meaning it could still be effective for pve tanks where we can generally predict high damage phases, but for pvpers and pve dps that need to focus on things other than healing, I’m assuming it wouldn’t be effective to spend several gcds building stacks.
(Edit to make the list easier to read. Also, the numbers are mostly from memory, so please do correct me if they’re inaccurate)
Nightblade tanks already have access to multiple HoTs. They can place Refreshing under their feet. They can get a little from a cast of Swallow. If they are in a window of opportunity where they don't have to block and can weave abilities, they can get some from Siphoning/Leeching Strikes.
And while HoTs are useful for PvE tanking, what tanks need just as much are burst heals. Let's say you're in the Shadow Realm in Cloudrest. There's no healer down there. You're taking a DoT that can tick for at least 5K per second, sometimes reaching as high as 9K per second. And sometimes the only way to survive down there is to cast multiple burst heals in quick succession.
Current: 32% over 3s. (~11%, ~11%, ~11%)
PTS: 36% over 8s. (4.5%, 4.5%, ...)
Suggestion: 20% over 2s then 15% over 6s. (10%, 10%, 2.5%, 2.5% ...)
This would preserve some of the front-loading that's useful for tanking while also preserving the new HoT behavior that's more useful in general.
Also worth noting that even if tankblades could survive fine in most scenarios by stacking hots, it doesn’t seem balanced that this class is required to dedicate numerous bar slots to it while other classes only need one or two for sufficient self-heals.
Every class has one on demand health-based survival ability which fits naturally with a healthy tank build, so I think it’s good to compare those when talking about balance instead of, for example, BoL, which requires your tank to have high magicka/spell damage to be effective. The effects are based on next patch’s notes:
DK: Green dragon blood: 33% missing health instantly, Major endurance, Major fortitude, minor vitality for 20 seconds.
Sorc: Unstable clannfear: 35% max health instantly, npc companion for as long as it remains on your bar.
Templar: Radiant ward: damage shield of 30% max health plus 9% per nearby enemy instantly, AoE damage.
Nightblade: Dark cloak: 36% max health over 8 seconds, minor protection for the duration.
Warden: Polar wind: 15% max health instantly plus 30% over 10 seconds (is that value true? I think it is with the buff but sources online don’t seem reliable), heal party member for initial heal as well.
Necromancer: Hungry scythe: % max health plus % per nearby enemy instantly, plus % over 5 seconds (I can’t get on the PTS so don’t know what the actual values are), conal damage.
This leaves NBs as the only class without an on demand survival tool that can be used to mitigate or recuperate damage in a short period, and even comparing all of the skills themselves, dark cloak doesn’t seem drastically better such that it needs to be drawn out more. I’d honestly be ok if they kept the heal as is but removed minor protection if that’s what it takes to balance it, even though that would seemingly make it the worst of the bunch.
Alternatively, I wonder if allowing each cast’s hot to stack would be a good solution. That would still remove its burst healing capabilities because you’d need to spend several gcds to make the heal potent. The heal would be incredibly potent if you do stack it a bunch, meaning it could still be effective for pve tanks where we can generally predict high damage phases, but for pvpers and pve dps that need to focus on things other than healing, I’m assuming it wouldn’t be effective to spend several gcds building stacks.
(Edit to make the list easier to read. Also, the numbers are mostly from memory, so please do correct me if they’re inaccurate)
Hungry scythe heals for about 15% max health instant and another 10% over 5 seconds, it's similar in that way to the amount of healing polar wind gives.
Nightblade tanks already have access to multiple HoTs. They can place Refreshing under their feet. They can get a little from a cast of Swallow. If they are in a window of opportunity where they don't have to block and can weave abilities, they can get some from Siphoning/Leeching Strikes.
And while HoTs are useful for PvE tanking, what tanks need just as much are burst heals. Let's say you're in the Shadow Realm in Cloudrest. There's no healer down there. You're taking a DoT that can tick for at least 5K per second, sometimes reaching as high as 9K per second. And sometimes the only way to survive down there is to cast multiple burst heals in quick succession.
Current: 32% over 3s. (~11%, ~11%, ~11%)
PTS: 36% over 8s. (4.5%, 4.5%, ...)
Suggestion: 20% over 2s then 15% over 6s. (10%, 10%, 2.5%, 2.5% ...)
This would preserve some of the front-loading that's useful for tanking while also preserving the new HoT behavior that's more useful in general.
Also worth noting that even if tankblades could survive fine in most scenarios by stacking hots, it doesn’t seem balanced that this class is required to dedicate numerous bar slots to it while other classes only need one or two for sufficient self-heals.
Every class has one on demand health-based survival ability which fits naturally with a healthy tank build, so I think it’s good to compare those when talking about balance instead of, for example, BoL, which requires your tank to have high magicka/spell damage to be effective. The effects are based on next patch’s notes:
DK: Green dragon blood: 33% missing health instantly, Major endurance, Major fortitude, minor vitality for 20 seconds.
Sorc: Unstable clannfear: 35% max health instantly, npc companion for as long as it remains on your bar.
Templar: Radiant ward: damage shield of 30% max health plus 9% per nearby enemy instantly, AoE damage.
Nightblade: Dark cloak: 36% max health over 8 seconds, minor protection for the duration.
Warden: Polar wind: 15% max health instantly plus 30% over 10 seconds (is that value true? I think it is with the buff but sources online don’t seem reliable), heal party member for initial heal as well.
Necromancer: Hungry scythe: % max health plus % per nearby enemy instantly, plus % over 5 seconds (I can’t get on the PTS so don’t know what the actual values are), conal damage.
This leaves NBs as the only class without an on demand survival tool that can be used to mitigate or recuperate damage in a short period, and even comparing all of the skills themselves, dark cloak doesn’t seem drastically better such that it needs to be drawn out more. I’d honestly be ok if they kept the heal as is but removed minor protection if that’s what it takes to balance it, even though that would seemingly make it the worst of the bunch.
Alternatively, I wonder if allowing each cast’s hot to stack would be a good solution. That would still remove its burst healing capabilities because you’d need to spend several gcds to make the heal potent. The heal would be incredibly potent if you do stack it a bunch, meaning it could still be effective for pve tanks where we can generally predict high damage phases, but for pvpers and pve dps that need to focus on things other than healing, I’m assuming it wouldn’t be effective to spend several gcds building stacks.
(Edit to make the list easier to read. Also, the numbers are mostly from memory, so please do correct me if they’re inaccurate)
Hungry scythe heals for about 15% max health instant and another 10% over 5 seconds, it's similar in that way to the amount of healing polar wind gives.
Thanks! Updated. I’m assuming the 15% doesn’t include additional targets being hit.
Lightspeedflashb14_ESO wrote: »
Lightspeedflashb14_ESO wrote: »
I used to run a shieldplar once, it's pretty decent, it's a magicka cost burst ability which scales off max health that you can cast while blocking. Yeah it's a shield but it meets all the other criteria. I would happily swap places with the current pts dark cloak, templar shield is currently better to handle large hits.
ZOS_BrianWheeler wrote: »In Update 22 we have done a pass on every Class ability looking for errant or missing data. We also made sure abilities follow a coherent pattern of Rank progression that is easy to identify. For example, if an ability morph does damage, the rank progression adds more damage. If an ability morph does healing, the rank progression does more healing.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »
I used to run a shieldplar once, it's pretty decent, it's a magicka cost burst ability which scales off max health that you can cast while blocking. Yeah it's a shield but it meets all the other criteria. I would happily swap places with the current pts dark cloak, templar shield is currently better to handle large hits.
Shields do not get block mitigation. That is a huge difference in effectiveness.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »
I used to run a shieldplar once, it's pretty decent, it's a magicka cost burst ability which scales off max health that you can cast while blocking. Yeah it's a shield but it meets all the other criteria. I would happily swap places with the current pts dark cloak, templar shield is currently better to handle large hits.
Shields do not get block mitigation. That is a huge difference in effectiveness.
Are you sure? I thought shields inherit all your mitigation including blocking mitigation?
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »
I used to run a shieldplar once, it's pretty decent, it's a magicka cost burst ability which scales off max health that you can cast while blocking. Yeah it's a shield but it meets all the other criteria. I would happily swap places with the current pts dark cloak, templar shield is currently better to handle large hits.
Shields do not get block mitigation. That is a huge difference in effectiveness.
terrible suggestion. Being able to self heal for 10k in pvp every second would cause many problems. The health price is a non factor when you are circumventing it every second. You would never be able to kill a nightblade 1v1 with that suggested change.Tommy_The_Gun wrote: »https://forums.elderscrollsonline.com/en/discussion/466792/update-22-combat-direction/p1ZOS_BrianWheeler wrote: »In Update 22 we have done a pass on every Class ability looking for errant or missing data. We also made sure abilities follow a coherent pattern of Rank progression that is easy to identify. For example, if an ability morph does damage, the rank progression adds more damage. If an ability morph does healing, the rank progression does more healing.
Idk if I understood it correctly, it seems to me that they want each ability & skill to have a base morph effect + additional effect. Dark Cloak is an exception as it no longer provides base morph effect - invisibility.
Imho at this point they should revert & rework this skill so it will be a "defensive" morph of Shadow Cloak while the other - Shadowy Disguise will remain offensive with "Guarantees a Critical Strike on your next attack." Effect.
So it should be something "on pair" with "Guarantees a Critical Strike" to be attractive but not overpowered.
As for the burst heal imho it should go to on of the Malevolent Offering morphs.
It would be ideal to make so:
- Healthy Offering morph will heal your allies
- Shrewd Offering morph will heal you - (your class burst heal)
Maybe give Dark Cloak the Mutagen mechanics where it consumes the buff if you drop below 20% health to heal you instantly, with the heal being some (large) fraction of the remaining healing left. This makes it an inefficient burst heal compared to other classes, but still can save a tank during high damage instances.
Lightspeedflashb14_ESO wrote: »
Iron_Blurr wrote: »Lightspeedflashb14_ESO wrote: »
While i agree with you that templars also need a strong health based burst heal, at least they HAVE burst heals. Not to say they dont need a buff but honor the dead and the clap heal are decent heals even though they cost a lot of mag. Dark cloak is like less than 2k health per second while costing way more than honor the dead as well.
Colecovision wrote: »Am I wrong to think that the big class heal, that requires us to ditch invisibility entirely, should be better than rally? Rally is 33 seconds of more healing than dark cloak.
Colecovision wrote: »Am I wrong to think that the big class heal, that requires us to ditch invisibility entirely, should be better than rally? Rally is 33 seconds of more healing than dark cloak.