Tommy_The_Gun wrote: »Double cost on Grim Focus kinda kills this skill.
ZOS should simply change the need to cast this skill the first time to simply "while slotted".
It does not provide any buff whatsoever, it simply starts to count Light / heavy attacks. When counter hits "5" you need to cast it again and it cost resources... again...
I don't know if OP is coming from a stamblade point-of-view and therefore has a blind spot to this, but for Magblade the biggest remaining pain (aside from Merciless cast costing a GCD and 2k magicka with 0 benefit, which he addresses) are the self heals.
The self heals of Funnel/Swallow and Relentless/Merciless are tied to damage done. Which makes them OP in PvE (I can hit +50k bow procs self buffed) and useless in PvP. Both skills are projectiles and their damage is affected by Scales/Shimmering, block (and extra mitigation on S&B passives for projectiles), S&B reflect(s), a high-armor meta and finally, they are doubly punished by debuffs (for example maim and defile both reduce the healing of those skills).
That mechanic needs to be put in the bin. It's the cause of serious imbalance. You can get +25k burst heal from Merciless in PvE and barely get 1k in PvP when fighting a heavy stamDK with reverb, scales, heroic and 30k armor. You will never be able to reconcile and balance these two numbers out while this mechanic of tying heals to damage done is in place. It's barely acceptable on DoTs like Burning Embers because at least DoTs are not blockable and do not get mitigated by all the extra mitigation there is specifically in place for spell projectiles.
These heals need to be untied from the damage mechanic so they can be balanced for PvP and PvE. @ZOS_Gilliam tell old Pharaoh (Wheeler) let my people heal!
I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
Which self heals are ok exactly? The ones that require you to sit on a spot like a lame duck (Path) which contradicts the way the class is played? The ones used only by ball group builds (Sap) that don't even need their own self heals because of dedicated healers? Or the ones that require you to sacrifice your own health first (Malevolent). Because sure as hell the heals from Swallow/Merciless are not gonna do that.
My MagSorc gets more heals from Power Surge than my Magblade gets from Siphoning Attacks and Swallow combined. And then he has Dark Conversion and Matriach burst heals too. Magblade has no burst heals, so let them be the HoT class at least by having good HoTs that aren't tied to the dmg done and don't drain your own health.
I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
Which self heals are ok exactly? The ones that require you to sit on a spot like a lame duck (Path) which contradicts the way the class is played? The ones used only by ball group builds (Sap) that don't even need their own self heals because of dedicated healers? Or the ones that require you to sacrifice your own health first (Malevolent). Because sure as hell the heals from Swallow/Merciless are not gonna do that.
My MagSorc gets more heals from Power Surge than my Magblade gets from Siphoning Attacks and Swallow combined. And then he has Dark Conversion and Matriach burst heals too. Magblade has no burst heals, so let them be the HoT class at least by having good HoTs that aren't tied to the dmg done and don't drain your own health.
I think it would be cool if shrewd offering got reworked into a temporary self heal.
"Gain [x] health immediately. Drain [x] health (the same amount) over 10 seconds. If the ability is cast again before the duration is up, the cost is absorbed immediately."
X would be absurdly large compared to other self heals. It would act like a panic button that can't be spammed.
Edit: would scale off of magicka so stam can't abuse it.
Dracan_Fontom wrote: »I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
Which self heals are ok exactly? The ones that require you to sit on a spot like a lame duck (Path) which contradicts the way the class is played? The ones used only by ball group builds (Sap) that don't even need their own self heals because of dedicated healers? Or the ones that require you to sacrifice your own health first (Malevolent). Because sure as hell the heals from Swallow/Merciless are not gonna do that.
My MagSorc gets more heals from Power Surge than my Magblade gets from Siphoning Attacks and Swallow combined. And then he has Dark Conversion and Matriach burst heals too. Magblade has no burst heals, so let them be the HoT class at least by having good HoTs that aren't tied to the dmg done and don't drain your own health.
I think it would be cool if shrewd offering got reworked into a temporary self heal.
"Gain [x] health immediately. Drain [x] health (the same amount) over 10 seconds. If the ability is cast again before the duration is up, the cost is absorbed immediately."
X would be absurdly large compared to other self heals. It would act like a panic button that can't be spammed.
Edit: would scale off of magicka so stam can't abuse it.
What's the point of the heal if the skill will just take it away? Seems redundant.
TLDR: Make Mark Target and it's morphs provide Minor Vulnerability, move Major Fracture to Surprise Attack, remove the stun from Incapacitating strike bring back major defile and add passive utility that benefits stamina such as major savagery or stamina resources return while slotted instead of forcing them to use soul harvest.
A lot of reworks could be used and stuff can be added but I think the crucial thing at the moment is fixing surprise attack by returning major fracture and moving minor vulnerability to mark target in stead of teleport strike to retain the functionality of the stamina nightblade class while still going with ZOS vision of removing redundancies from class kits while having the diversity of builds open up with mark target getting minor vulnerability and it's potential application on all nightblade builds whether stamina or magicka, melee or ranged, healer or non healer. Not pigeon holing the class to use a melee gap closer for the debuff. Stamina nightblade being locked into that specific gap closer and ranged magicka nightblade being forced into melee and even potential healers being forced into that for the debuff. Surprise attack has been the source of major fracture for stamina nightblade also the armor buff forcing us to stay in combat with surprise attack to keep the armor buff up or it drops which has the risk/reward factor associated with the class that is one of if not the squishiest class with minimal access to extra heals for sustained combat not to mention the utility of switching targets in the already fast combat to apply the debuff from the primary resource pool, unlike mark target which is a magicka skill on an already limited magicka pool that has to be balanced with other magicka utility skills not to mention factors like the debuff getting purged having to mark different priority targets among many other factors making it impossible to keep up with the current flow of combat. Major breach on concealed weapon would also be nice in opening up melee magblade without forcing them to run a destruction staff and open up sword and board/dual wield/2h gameplay.
Stuff like incap while I believe removing the stun would be the best move for the skill because of the ability to animation cancel it and not offering counter play to the skill, while bringing back major defile and adding a passive utility to the skill like major savagery or resource return such as stamina/health upon kill while slotted, keeping with the theme of focusing down targets but not making it overkill with the overbearing stun that comes with the debuffs that also differentiates the morph from soul harvest for stamina.
@ZOS_Gilliam @ZOS_BrianWheeler please consider these changes as they both go along with the vision of removing redundancy in the nightblade kit while keeping with the play style of the nightblade class and how it functions already in combat while also opening up new options for ALL nightblades and play styles.
I don't know if OP is coming from a stamblade point-of-view and therefore has a blind spot to this, but for Magblade the biggest remaining pain (aside from Merciless cast costing a GCD and 2k magicka with 0 benefit, which he addresses) are the self heals.
The self heals of Funnel/Swallow and Relentless/Merciless are tied to damage done. Which makes them OP in PvE (I can hit +50k bow procs self buffed) and useless in PvP. Both skills are projectiles and their damage is affected by Scales/Shimmering, block (and extra mitigation on S&B passives for projectiles), S&B reflect(s), a high-armor meta and finally, they are doubly punished by debuffs (for example maim and defile both reduce the healing of those skills).
That mechanic needs to be put in the bin. It's the cause of serious imbalance. You can get +25k burst heal from Merciless in PvE and barely get 1k in PvP when fighting a heavy stamDK with reverb, scales, heroic and 30k armor. You will never be able to reconcile and balance these two numbers out while this mechanic of tying heals to damage done is in place. It's barely acceptable on DoTs like Burning Embers because at least DoTs are not blockable and do not get mitigated by all the extra mitigation there is specifically in place for spell projectiles.
These heals need to be untied from the damage mechanic so they can be balanced for PvP and PvE. @ZOS_Gilliam tell old Pharaoh (Wheeler) let my people heal!
Also what's the problem with both morphs applying defile many other abilities have the same buff/debuff attached to the skill with different utility added to allow player choice and it is an ability that goal has been stated to focus down targets which major defile helps with especially since it's the nightblades role to focus down priority targets with single target dps over the other classes.
That's fine then add defile to the base morph as well again if that's deemed to be the prerequisite before moving to the upgraded morphs. Just have one morph for stamina that just adds utility such as major savagery while slotted or even stamina resource return upon kill while slotted and converting it to disease damage while retaining the established soul harvest ult gen upon kill while slotted.
Both would be strong respectively while providing added utility to the class and accomplishing the goal of focusing down single targets while not being over bearing with a stun or affecting PvE dps.
I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
I think magblades could use some help with mitigation. Major evasion is awesome, but I’m not sure if it’s enough.
Ability costs are expensive making 5x heavy sucky, and with 5x light it’s tough reaching 30k resistances like other melee classes.
Other issue is using a resto or destro staff as melee looks weird, I prefer the DW look.
I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
I think magblades could use some help with mitigation. Major evasion is awesome, but I’m not sure if it’s enough.
Ability costs are expensive making 5x heavy sucky, and with 5x light it’s tough reaching 30k resistances like other melee classes.
Other issue is using a resto or destro staff as melee looks weird, I prefer the DW look.
I actually think self healing is okay really, just tanks need a burst heal. It just feels like we need more because magblades are so squishy.
I think magblades could use some help with mitigation. Major evasion is awesome, but I’m not sure if it’s enough.
Ability costs are expensive making 5x heavy sucky, and with 5x light it’s tough reaching 30k resistances like other melee classes.
Other issue is using a resto or destro staff as melee looks weird, I prefer the DW look.
We can select only a limited number of skills per panel. What will you take to heal? No healing skill is suitable for pve, this is a dot-healing, which has -50% in pvp, therefore it is extremely difficult to survive, especially in the melee zone, to which the developers are so pushing us. You need explosive healing, or at least stable and strong enough for pvp. Pathetic 300-700 per second - this ***.
well thought I had something clever, turns out healing for 500 a tick from *** swallow isn't enough to do anything.