I don't run meta builds, and I am stupid for it. And other than the Rune Cage sorc, Current meta builds have counterplay.
The counterplay you suggest in this thread is that mag players running specific tank oriented weapons will be fine. Great, that sounds like it is forcing all mag players to run specific setups to survive. Sounds like a great and healthy change for this game.
Waffennacht wrote: »NB has more presence than Templars.
I'm thinking about poor Templars here.
Sorc can actually use conversion and even build to nullify silence (say curse eater backbar + conversion, add some mobility, dealt with)
But Templar is sitting there.immobile AF going.... GG
i think the change could be good. devs are nerfing nb burst via removal of fracture, berserk, and major defile.
not sure this will really gimp the front load 1shot potential of nb's but it certainly doesn't hurt that cause.
In structured pvp, nb's have been pretty non-existent at the higher end of organized play. with the prevalence of AOE, healbots, and more efficient brawler damage specs from other classes, the nb has been largely relegated to an irrelevant role of back-line sniper.
some manage ok, but nb in large part is considered at the bottom of the pecking order for structured play.
This silence introduces a new niche for the nb that could be extremely useful in small-scale structured pvp. namely - the ability to backline silence and coordinate an ult dump kill on enemy team healers or sorcs.
Others argue that it will kill the 1vX'er that likes to tank zergs in cyrodiil. i can see how this ability would hurt that endeavor. I also see alot of other abilities that also hurt that endeavor so i find the point somewhat moot.
imo - i could endorse this change but i do think the front load burst of nb does need a good nerf to justify such a powerful ability that now allows the nb to be a stategic and tactical assassin (instead of just a 1shot ganker).
if the change doesn't go live - w/e. nb hasn't been relevant in bg's for awhile now. even with this proposed change it may not vault the class into relevant status. i'd be interested to see.
HEBREWHAMMERRR wrote: »Been saying this in all threads almost verbatim. It’s not a big deal. Lol there is counterplay in shields/hots and the nightblade burst is going to be softer with the other nerfs. People are just whining for no real reason. This gives a good niche role for nightblade on back lines and switch focusing a healer which tbh heals are running rampant in group play.
i think the change could be good. devs are nerfing nb burst via removal of fracture, berserk, and major defile.
not sure this will really gimp the front load 1shot potential of nb's but it certainly doesn't hurt that cause.
In structured pvp, nb's have been pretty non-existent at the higher end of organized play. with the prevalence of AOE, healbots, and more efficient brawler damage specs from other classes, the nb has been largely relegated to an irrelevant role of back-line sniper.
some manage ok, but nb in large part is considered at the bottom of the pecking order for structured play.
This silence introduces a new niche for the nb that could be extremely useful in small-scale structured pvp. namely - the ability to backline silence and coordinate an ult dump kill on enemy team healers or sorcs.
Others argue that it will kill the 1vX'er that likes to tank zergs in cyrodiil. i can see how this ability would hurt that endeavor. I also see alot of other abilities that also hurt that endeavor so i find the point somewhat moot.
imo - i could endorse this change but i do think the front load burst of nb does need a good nerf to justify such a powerful ability that now allows the nb to be a stategic and tactical assassin (instead of just a 1shot ganker).
if the change doesn't go live - w/e. nb hasn't been relevant in bg's for awhile now. even with this proposed change it may not vault the class into relevant status. i'd be interested to see.
I actually run a Torug's Frost staff with that glyph on my back bar as another layer of Troll King proc security.@Waffennacht What about infused staff like resto with an absorb health glyph. Maybe with like a 5 piece Torugs.
If you can't survive for those 3 seconds then you dont belong in pvp.
If you can't survive for those 3 seconds then you dont belong in pvp.
grannas211 wrote: »
Battlegrounds are very niche. And no nightblade is not a team based class, it never has been.
Waffennacht wrote: »
That's just silly.
Sure I can make a build that can easily survive silence for 3 seconds; that's not the point.
The point is, such an ability kills game diversity. If I need to have a reliable means of dealing with silence every BG, then why not simply run a Stam build? It incentives homogenization of PvP and that's just boring.
It's not about survivability, it's about a healthy environment
Oh my bleed build stam nb is going to have some fun,la rend(hopefully poisons proc) barswap la incap, wait 3 seconds and fear followed by execute... potential 6 seconds taking a maximum of 3 devastating bleeds and double dot poisons ... with 0 counterplay....oh my
Sanguinor2 wrote: »
But the forumblades said that I have counterplay, I just need to precast sun shield or mutagen because those are totally gonna save me from your damage combo, do you think they might have been dishonest?(I know, I know but I really had to Im sorry)
Royalthought wrote: »
Forumblades?
Tbh, although some might not main nb in-game. On the forums those same players live in every. single. nb. post... Such dedication.
Those are the real forumblades.
As for countering the combo discussion, here in particular,
He starts with la>rend. Thats when shields, heals, dodgeroll or even a counter cc works.
Silence is strong vs mag skills. But in this combo, incap isnt immune to dodgeroll or blocking.
Sanguinor2 wrote: »
It can be if you want it to be, you can cast it from stealth with no way of predicting when it will happen unless you reveal the nightblade or you can use fear but then you wont have the fear immidiately after but you secured incap landing after you placed all your dots regardless.
This would be a different combo then the one mentioned tho. With the particular combo mentioned you can dodge but if you dont you are dead with no way to recover. No other ability has such pressure outside of a 1shot gank build and said oneshot gank builds sacrifice a lot of survivability and regen to get the kind of pressure they can inflict. With the new incap you sacrifice nothing.
Also whoever gave you the idea that the silence will not be applied when you block it? Thats not how blocking works, every negative effect that is not a stun will go through block. So it really doesnt matter if you block the incap or not. Its pressure will be applied regardless. You might survive a little bit longer if you dont take the full damage from incap but it wont save you if the stamblade is actually decent in this game.
And even after you have countered the dots with shields or whatever, as long as you are no mag templar you will still have them on you once silenced since they dont magically dissapear once you are hit by incap.
Royalthought wrote: »
Didnt imply block did anything but reduce spike damage. Not sure where that came from. Roll vs block is situational.
As for dots, they are what they are.
Ive always said, silence is strong vs mag skills.
But the one recurring theme "you are dead with no way to recover" is overly dramatic.
If out of stam, silenced and low health, yea Im probably about to respawn. But if I have health and stamina, I can definitely survive 3 seconds.
I wont say how many times ive been out of magic and dancing until that potion is ready.
Sanguinor2 wrote: »
Then I missunderstood what you wanted to say with blocking to counter incap, I was assuming with countering you meant avoiding the silence aswell as the damage, but yes blocking still reduces the damage of incap, which however is not the problem.
Dots are indeed what they are but we do have to think of them when talking about what the incap changes will do to mag builds because dots get applied by nearly every build. Silence disables mag skills. This is not just strong, haunting curse or soul assault on medium armor or dawnbreaker or the pre silence incap is strong, but this disables your main resource and abilities this is so much more than strong.
This one recurring theme also takes into account that after surviving said incap for 3 seconds, while only being able to rely on your limited offstat pool, your enemy wont just magically dissapear and your resources wont just restore because the game wishes to congratulate you for surviving 3 seconds on only your offstat.
This leaves you at a severe disadvantage with absolutely undue pressure which no single ability in this game comes even close to. And its rather cheap and avaiable to only one class. It doesnt even count as CC towards CC immunity in order to leave you your 6 seconds of respite.
It doesnt even apply to either very few builds or all builds but "only" to every magicka build in this game. Where is our even ground if we dont get counterplay? Give mag something that locks stam from using stam for the same duration as the silence and then we are on an even ground. It would still be a stupid change because it sets the precedent that having abilities which alone can decide a fight rather than player skill or utilization of mistakes is healthy, which by the way is not the case. Because why does it stop at a magicka silence? What are you gonna say when we get a silence implemented that stops people from using both stamina and magicka? Sound healthy? To me it doesnt and I am sure many people will agree.
See yet why this is problematic to say the least and why so many people are against this?
Royalthought wrote: »
Disadvantages are what counters create.
No one enjoys them being used against them. So that's understandable. Defile had counterplay yet that wasnt celebrated either.
AoE Silence is already in the game with sorcs but now we are introduced to a new angle on it. Single target - 3 second duration.
Tbh Im of two different minds on it. In organized GROUP play, nbs were never top. However the ability to silence key targets can make them a valuable asset.
A coordinated negate with CC>immobilization can create the same effect but on a group.
My other mind is that it creates lethal windows of opportunity on mag targets with their gaurd down in 1v1.
Again, its strong vs mag skills. I just dont go so far as to say it has no counters because stam oriented builds wont be bothered.
Sanguinor2 wrote: »
Bolded is exactly the point. Defile has counterplay even after it is applied. You can cleanse it or outheal it.
AoE silence is in the game but has counterplay aswell, you can leave it and rather quick at that. There is a reason mag builds dont stay inside it while dodgerolling but use it to get out.
Stam oriented builds will likely be bothered but thats exactly the extend towards incap will go against them, they might miss some utility skills or buffs for 3 seconds but they are not missing their crucial heals, cc and damage.
I dont go as far to say that it has no counterplay in general either. What I and others said is that mag builds do not have counter play against it, or rather very inefficient counterplay which you cannot pull of multiple times because of off stat limitations and even if you survive you will still get pressured more than by any other ability in the game.
the game is unfortunately fundamentally flawed. You are pigeoned holed into the need to 64 point into either stamina or magicka. Yet - only stamina is key for defensive maneuvers of dodge roll, sprint, break free, bash, and for the most part block.
As a result, stamina based players have a plentiful pool that allows them to strategically choose when to play offense or play defense and ample enough resources in that pool to fluidly work between both ends of that spectrum. This in turn makes the stamina based player's magicka bar fully utilized for 1 thing - utility. and that utility is extremely important for maneuvers such as cloak, streak, shimmering shield, wings, or ritual. Keys for defensive survival built on a bar that is entirely utility based and can be consumed without repercussion.
Conversely, the magicka toon can not use its plentiful magicka pool for both offensive and defensive mechanisms.. the inherent nature of block, dodge, sprint, and break free are all definitively stamina based and therefore must use that resource. As a result, the stamina bar for a magicka player is not like the magicka bar for a stamina player. it is not solely for utility, but rather for survival.
compound this issue with the fact that no true stamina utility abilities really exist (a small case could be made for blade cloak) and the reality is that magicka toons can not function and spec the way a stamina toon does.
the only fair proposal - silence must truly work on all abilities. stamina abilities included. otherwise it is definitely to one-sided against magicka toons.
the disparity is already born out in open world cyrodiil. the predominant flavor of ball group today is stam wardens running perma / spin / sub into heaps of players that are negated by a token sorc in the group.
while i think the effect could introduce some new flavor for the nb in structured play, at the heart of it - it's just broken because of it's biased lopsidedness against magicka. As a result, I don't think it can be embraced to go live.