How is Soul Harvest bad? lt hits like a truck, applies major defile, increases damage done by 20%, and is one of the very few ultimates not mitigated by evasion. When it wasn't able to be dodged, it was severely overpowered. It's used across the board in all types of builds: bombing, open-world, and ganking. How could anyone be so unsatisfied with a skill?
Because it doesn't work well with the magblade kit. If you gave soul harvest to, lets say a mag dk or magplar it would be fantastic and everybody would use it. But for magblades who are effectively a purely ranged kit it just doesn't synergise well.
I don’t know if I’d say magblades are a pure ranged kit, at least not in pvp. Everything that’s ranged a magblade can do is a projectile so terrible in pvp. That’s why a lot of magblade pvpers move to melee.
Hybrid melee ranged might work post patch, I’m not sure.
I approached pvp at first as a dps, ended up in some weird crushing shock spamming spec. It was terrible, that’s when I dropped magblade damage for healing.
How is Soul Harvest bad? lt hits like a truck, applies major defile, increases damage done by 20%, and is one of the very few ultimates not mitigated by evasion. When it wasn't able to be dodged, it was severely overpowered. It's used across the board in all types of builds: bombing, open-world, and ganking. How could anyone be so unsatisfied with a skill?
Because it doesn't work well with the magblade kit. If you gave soul harvest to, lets say a mag dk or magplar it would be fantastic and everybody would use it. But for magblades who are effectively a purely ranged kit it just doesn't synergise well.
I don’t know if I’d say magblades are a pure ranged kit, at least not in pvp. Everything that’s ranged a magblade can do is a projectile so terrible in pvp. That’s why a lot of magblade pvpers move to melee.
Hybrid melee ranged might work post patch, I’m not sure.
I approached pvp at first as a dps, ended up in some weird crushing shock spamming spec. It was terrible, that’s when I dropped magblade damage for healing.
That's the point, it feels like ZOS is trying to make this kit into some weird melee / ranged hybrid which at the moment is not working well at all. Like what is the identity of a magicka nightblade? I just don't understand. And yeah I agree they make good healers but outside of that I just don't see what a magicka nightblade can do which another class can't do better.
How is Soul Harvest bad? lt hits like a truck, applies major defile, increases damage done by 20%, and is one of the very few ultimates not mitigated by evasion. When it wasn't able to be dodged, it was severely overpowered. It's used across the board in all types of builds: bombing, open-world, and ganking. How could anyone be so unsatisfied with a skill?
Because it doesn't work well with the magblade kit. If you gave soul harvest to, lets say a mag dk or magplar it would be fantastic and everybody would use it. But for magblades who are effectively a purely ranged kit it just doesn't synergise well.
I main a melee magblade, but like I've said in other posts, even if I slotted a destro staff I would still be in melee range of my target. This makes not only Soul Harvest well suited for the class, but also Mass Hysteria (used in conjunction mostly). There are only four widely used ranged classes in the game: magblade, magsorc, magcro, and snipe spammers. And the way magsorcs are played now, you'd be at a disadvantage if both of you stay ranged, since they will sit behind their pets.
Every other class in the game is going to be on your ass: all stam characters, magdk, magplar, and magden. I find it very hard to believe you stay ranged in every single situation you come across in Cyrodiil.
And besides, if Soul Harvest doesn't work well in the nighblade toolkit, then neither does Soul Tether. So what ultimate ability do you use?
While it's true classes will get on to you, that isn't to say ranged isn't useful since it allows you to attack someone pretty much whenever you want given they aren't behind something, invisible or snared to death. Take mag sorc for an example, could you imagine how different and bad it would play if it could only cast most of it's abilities close range?
As for soul harvest being well suited for the class, it's well suited for an underperforming spec on an underperforming class. It being a 28m or 15m range would help make the ultimate actually work well with both melee and ranged magicka nb.
How is Soul Harvest bad? lt hits like a truck, applies major defile, increases damage done by 20%, and is one of the very few ultimates not mitigated by evasion. When it wasn't able to be dodged, it was severely overpowered. It's used across the board in all types of builds: bombing, open-world, and ganking. How could anyone be so unsatisfied with a skill?
Because it doesn't work well with the magblade kit. If you gave soul harvest to, lets say a mag dk or magplar it would be fantastic and everybody would use it. But for magblades who are effectively a purely ranged kit it just doesn't synergise well.
I main a melee magblade, but like I've said in other posts, even if I slotted a destro staff I would still be in melee range of my target. This makes not only Soul Harvest well suited for the class, but also Mass Hysteria (used in conjunction mostly). There are only four widely used ranged classes in the game: magblade, magsorc, magcro, and snipe spammers. And the way magsorcs are played now, you'd be at a disadvantage if both of you stay ranged, since they will sit behind their pets.
Every other class in the game is going to be on your ass: all stam characters, magdk, magplar, and magden. I find it very hard to believe you stay ranged in every single situation you come across in Cyrodiil.
And besides, if Soul Harvest doesn't work well in the nighblade toolkit, then neither does Soul Tether. So what ultimate ability do you use?
While it's true classes will get on to you, that isn't to say ranged isn't useful since it allows you to attack someone pretty much whenever you want given they aren't behind something, invisible or snared to death. Take mag sorc for an example, could you imagine how different and bad it would play if it could only cast most of it's abilities close range?
As for soul harvest being well suited for the class, it's well suited for an underperforming spec on an underperforming class. It being a 28m or 15m range would help make the ultimate actually work well with both melee and ranged magicka nb.
Well yeah, magsorcs and magblades would be total trash if most of their abilities were only able to be cast in melee range. However, we're talking about one ability here, and maybe Mass Hysteria. That makes two, which doesn't equate to most of a magblade's abilities. There are two ranged ults to use if you wanted to be completely ranged. The reliability of these ults is surely questionable, but there has to be counterplay to everything, right?
How is Soul Harvest bad? lt hits like a truck, applies major defile, increases damage done by 20%, and is one of the very few ultimates not mitigated by evasion. When it wasn't able to be dodged, it was severely overpowered. It's used across the board in all types of builds: bombing, open-world, and ganking. How could anyone be so unsatisfied with a skill?
Because it doesn't work well with the magblade kit. If you gave soul harvest to, lets say a mag dk or magplar it would be fantastic and everybody would use it. But for magblades who are effectively a purely ranged kit it just doesn't synergise well.
I main a melee magblade, but like I've said in other posts, even if I slotted a destro staff I would still be in melee range of my target. This makes not only Soul Harvest well suited for the class, but also Mass Hysteria (used in conjunction mostly). There are only four widely used ranged classes in the game: magblade, magsorc, magcro, and snipe spammers. And the way magsorcs are played now, you'd be at a disadvantage if both of you stay ranged, since they will sit behind their pets.
Every other class in the game is going to be on your ass: all stam characters, magdk, magplar, and magden. I find it very hard to believe you stay ranged in every single situation you come across in Cyrodiil.
And besides, if Soul Harvest doesn't work well in the nighblade toolkit, then neither does Soul Tether. So what ultimate ability do you use?
While it's true classes will get on to you, that isn't to say ranged isn't useful since it allows you to attack someone pretty much whenever you want given they aren't behind something, invisible or snared to death. Take mag sorc for an example, could you imagine how different and bad it would play if it could only cast most of it's abilities close range?
As for soul harvest being well suited for the class, it's well suited for an underperforming spec on an underperforming class. It being a 28m or 15m range would help make the ultimate actually work well with both melee and ranged magicka nb.
Well yeah, magsorcs and magblades would be total trash if most of their abilities were only able to be cast in melee range. However, we're talking about one ability here, and maybe Mass Hysteria. That makes two, which doesn't equate to most of a magblade's abilities. There are two ranged ults to use if you wanted to be completely ranged. The reliability of these ults is surely questionable, but there has to be counterplay to everything, right?
Nope, we are talking more than just that. You have the heal from new merciless which heals in only melee range. You have the new lotus fan which is a gap closer and applies minor vulnerability (to replace minor berserk taken away from merciless). You have soul harvest which is a melee range ultimate. NB's cc is also melee range as you pointed out. Literally half the kit feels like its geared towards melee play while the other half is geared towards ranged. And none of it synergises together at all. It's a very poorly designed kit which is exactly why it's one of the worse classes on live right now.
I actually use a flame staff on my front bar (frost staff on back) specifically for Flame Clench and the buff to Concealed Weapon. My targets seem to have less time to react to Flame Clench and Crippling Grasp when I'm right on top of them.I main a melee magblade, but like I've said in other posts, even if I slotted a destro staff I would still be in melee range of my target. This makes not only Soul Harvest well suited for the class, but also Mass Hysteria (used in conjunction mostly).
The current changes to merciless resolve confuse me so much. Previously slotting it would give you increased damage and allow you to charge up a high damage ability but now you're charging up resistance so that you can give up that resistance to damage and an enemy whilst also maybe healing yourself. The best skill magblade had has now lost all identity to the point where I don't know what I'm slotting it for.
The current changes to merciless resolve confuse me so much. Previously slotting it would give you increased damage and allow you to charge up a high damage ability but now you're charging up resistance so that you can give up that resistance to damage and an enemy whilst also maybe healing yourself. The best skill magblade had has now lost all identity to the point where I don't know what I'm slotting it for.
It’s more like they were trying to balance the spec for pve.
The community will agree that Mnb needed additional healing for pvp. So they removed The dmg buff from merc, gave it a situational heal but better yet they gave the class more mitigation while procing said burst.... it’s really not a bad idea overall.
It takes TIME to build the proc and line up the kill. Now you save it until the kill window is very clear- gaining the mitigation advantage during that time frame.
The heal... based on dmg... is disappointing. I’d have rather a set burst heal been given instead- and at full range.
The current changes to merciless resolve confuse me so much. Previously slotting it would give you increased damage and allow you to charge up a high damage ability but now you're charging up resistance so that you can give up that resistance to damage and an enemy whilst also maybe healing yourself. The best skill magblade had has now lost all identity to the point where I don't know what I'm slotting it for.
It’s more like they were trying to balance the spec for pve.
The community will agree that Mnb needed additional healing for pvp. So they removed The dmg buff from merc, gave it a situational heal but better yet they gave the class more mitigation while procing said burst.... it’s really not a bad idea overall.
It takes TIME to build the proc and line up the kill. Now you save it until the kill window is very clear- gaining the mitigation advantage during that time frame.
The heal... based on dmg... is disappointing. I’d have rather a set burst heal been given instead- and at full range.
I guess this is another example of why PVE and PVP should be balanced separately.
milesrodneymcneely2_ESO wrote: »Don't get me wrong, I think it's a nice buff on certain builds, particularly if you have a lot of room to move around.I personally think I should stay because the speed as flavor and helps you stay on your opponent if they try and move around a lot.
But I feel like this was overlooked when they were normalizing speed buffs a few patches ago. And this bonus loses its shine if you're in close quarters or dueling, and becomes completely useless if you decide to run Dark Cloak over Shadowy Disguise.
In my opinion, there are better ways to pick up speed bonuses. Melee Magblades only really have 3 melee skills available in our class lines: Lotus Fan, Sap Essence, and Concealed Weapon. I'd like to see Concealed Weapon lose the utility, and pick up something more in line with what it is - a single-target primary damage ability.
That's my two Septims. YMMV.
ExistingRug61 wrote: »milesrodneymcneely2_ESO wrote: »Don't get me wrong, I think it's a nice buff on certain builds, particularly if you have a lot of room to move around.I personally think I should stay because the speed as flavor and helps you stay on your opponent if they try and move around a lot.
But I feel like this was overlooked when they were normalizing speed buffs a few patches ago. And this bonus loses its shine if you're in close quarters or dueling, and becomes completely useless if you decide to run Dark Cloak over Shadowy Disguise.
In my opinion, there are better ways to pick up speed bonuses. Melee Magblades only really have 3 melee skills available in our class lines: Lotus Fan, Sap Essence, and Concealed Weapon. I'd like to see Concealed Weapon lose the utility, and pick up something more in line with what it is - a single-target primary damage ability.
That's my two Septims. YMMV.
Like @NyassaV, think the speed boost from concealed is quite an important part of the skill. I actually think it is even more useful in close quarters and duels as it allows you to more easily control your spacing and position while cloaking, allowing you to more easily avoid damage or set up your next attack. I do agree though that perhaps concealed needs an additional bonus that applies if not stealthed because without shadowy disguise this skill is very bland.
For me the way melee magblade works is by staying highly mobile with with this speed plus the (soon to be lost) expedition from cripple as it allows you to be fast passively while still being on the offensive. Combined with abilities that let you go into (lotus fan) and out of (shadow image) melee range I find it makes a reasonably synergistic playstyle, where you move a lot to avoid damage, soften targets from range, close to melee to CC and kill, and have the ability to get out if needed.
The main problems I see are
1) They key buffs/utility for our class is spread across too many abilities so bar space is a real problem. This is because too many skills only perform a single function and you can't fit them all in. The recent push to remove redundancy has made this worse, for instance losing expedition off cripple I find a huge loss as now to get expedition we have to fit an extra ability in an already cramped bar.
2) A couple of abilities do not synergise at all. Primary example is Path, which is meant to be a movement buff but then limits you to a tiny area, the exact opposite of what you want to do.
3) The sort of playstyle I described above is effective if you can isolate one or two other players, but is almost completely ineffective against a group that stays together with AOEs. I'm actually ok with this as strategic target selection is a skill to be rewarded but I do see how it limits magblades performance in things like battlegrounds given the current meta.
Great point. I wouldn't mind seeing the base skill get the 25% stealthed speed boost, while seeing Surprise Attack/Concealed Weapon getting Minor Fracture/Breach or something like it. That way, folks who use Dark Cloak (or don't slot the skill at all) still aren't losing out on too much functionality.ExistingRug61 wrote: »Like @NyassaV, think the speed boost from concealed is quite an important part of the skill. I actually think it is even more useful in close quarters and duels as it allows you to more easily control your spacing and position while cloaking, allowing you to more easily avoid damage or set up your next attack. I do agree though that perhaps concealed needs an additional bonus that applies if not stealthed because without shadowy disguise this skill is very bland.
Spot on!The main problems I see are
1) They key buffs/utility for our class is spread across too many abilities so bar space is a real problem. This is because too many skills only perform a single function and you can't fit them all in. The recent push to remove redundancy has made this worse, for instance losing expedition off cripple I find a huge loss as now to get expedition we have to fit an extra ability in an already cramped bar.
2) A couple of abilities do not synergise at all. Primary example is Path, which is meant to be a movement buff but then limits you to a tiny area, the exact opposite of what you want to do.
3) The sort of playstyle I described above is effective if you can isolate one or two other players, but is almost completely ineffective against a group that stays together with AOEs. I'm actually ok with this as strategic target selection is a skill to be rewarded but I do see how it limits magblades performance in things like battlegrounds given the current meta.
ABSOLUTELY NOT, NO WAY!!!milesrodneymcneely2_ESO wrote: »I main a melee MagBlade and I think Concealed Weapon needs a complete overhaul.
I would eagerly trade in the stealthed speed boost for Minor Breach, a cost reduction, or a small DoT that applies Minor Stamina Steal while it ticks.
I agree with all you've said. I also agree on this point, however the longer I play melee magblade, the more I realise it's not completely true. Yes, in general I look for players that have strayed from their group, if only for a few seconds. Yes, in general this is something I have to do, because if I jump into the zerg, I'm dead. Yes, this is why I like my speed, as it allows me to take up opportunities quickly and attack such players. Sometimes they run off to buff up and recover resources and they are vulnerable. This is the kind of target a magblade can take advantage of, even if they are tanky players. However there are a couple of things you can do, even when you are fighting tightly organised groups:3) The sort of playstyle I described above is effective if you can isolate one or two other players, but is almost completely ineffective against a group that stays together with AOEs. I'm actually ok with this as strategic target selection is a skill to be rewarded but I do see how it limits magblades performance in things like battlegrounds given the current meta.
milesrodneymcneely2_ESO wrote: »I main a melee MagBlade and I think Concealed Weapon needs a complete overhaul.
I would eagerly trade in the stealthed speed boost for Minor Breach, a cost reduction, or a small DoT that applies Minor Stamina Steal while it ticks.
Don't get me wrong, the changes to Lotus Fan are a nice buff for melee MagBlades, but we need our single-target spammable to mesh with our kit better.
Btw, just thought I’d throw this out there. Scooma Smuggler is up on the golden vendor this weekend. I’m definitely going to give it a spin with the changes to double take: double take to peel snares and get major evasion combined with scooma smuggler looks like it will be a good magblade combo.
How is Soul Harvest bad? lt hits like a truck, applies major defile, increases damage done by 20%, and is one of the very few ultimates not mitigated by evasion. When it wasn't able to be dodged, it was severely overpowered. It's used across the board in all types of builds: bombing, open-world, and ganking. How could anyone be so unsatisfied with a skill?
Because it doesn't work well with the magblade kit. If you gave soul harvest to, lets say a mag dk or magplar it would be fantastic and everybody would use it. But for magblades who are effectively a purely ranged kit it just doesn't synergise well.
I don’t know if I’d say magblades are a pure ranged kit, at least not in pvp. Everything that’s ranged a magblade can do is a projectile so terrible in pvp. That’s why a lot of magblade pvpers move to melee.
Hybrid melee ranged might work post patch, I’m not sure.
I approached pvp at first as a dps, ended up in some weird crushing shock spamming spec. It was terrible, that’s when I dropped magblade damage for healing.
That's the point, it feels like ZOS is trying to make this kit into some weird melee / ranged hybrid which at the moment is not working well at all. Like what is the identity of a magicka nightblade? I just don't understand. And yeah I agree they make good healers but outside of that I just don't see what a magicka nightblade can do which another class can't do better.
I don’t think there’s supposed to be an identity like you say. The game’s premise is play how you want.
I like having fun, to me that means winning because winning’s fun, so I’ll gravitate towards the best spec for the class whatever it is. If anything the defining things for NB is cloak, that’s about it.
Ranged/melee hybrids could work, IDK. There are some nice tools coming up for it. As a magblade dps I’d try ranged first, melee to finish, shade out if it gets too hot. As ranged abilities go the only real hard hitter is impale, it’s great for sorcs who try to shield through being low health and will become usable against DKs. The execute bonus is enough that DKs low health blocking with wings up will still feel it.
@Iskiab
MagBlade has worse sustain than stamplar. I’ll just leave you with that as it’s not a game breaking issue.
As for the mitigation. Having little mitigation is a purposeful short coming of the class. Much like how a mDK might have issue in full out open world fights, magblade may lack mitigation.
So while what you say is correct in that they don’t have a ton of mitigation, that is not an issue for the class.
Thing is you guys are asking for the class to be a dead end spec that doesn’t work.
Right now sure there are newer pvpers who don’t run defense so you can gank people, but in the more experienced ranks magblades are seen as absolutely terrible. I’ve only been successfully ganked once in the past 3-4 months by any NB, and that’s when I was testing out a new spec. When you’re up against people with enough mitigation ganking just doesn’t work.
Adding more sustain will do little for your playstyle. Adding self healing will do very little for your playstyle if you don’t pair it enough defense that you survive longer then two GCDs, and magblade gankers generally don’t and are glass canons.
Mitigation will allow magblades to survive long enough for self healing to take effect. If you’re a glass canon with essentially 0 mitigation 15% is substantial and will help a ton more then anything else.
https://youtu.be/g7DHQ10x9PM This. Remember the Summerset Swift meta? Everyone hopped onto that bandwagon after a while, because it worked. When Swift was nerfed, everyone went off it again. Well, it still works for melee magblade. It has always worked, tbh, and Skooma Smuggler was always a good set for such builds.Joosef_Kivikilpi wrote: »milesrodneymcneely2_ESO wrote: »I main a melee MagBlade and I think Concealed Weapon needs a complete overhaul.
I would eagerly trade in the stealthed speed boost for Minor Breach, a cost reduction, or a small DoT that applies Minor Stamina Steal while it ticks.
Don't get me wrong, the changes to Lotus Fan are a nice buff for melee MagBlades, but we need our single-target spammable to mesh with our kit better.
No thank you in the Concealed Weapon stealth speed being removed. That is essential to many Mageblades' Evasion or Escape with Cloak. Channeled Acceleration with Concealed Weapon and there Swift jewelry... There is no going back after it.
@Iskiab
MagBlade has worse sustain than stamplar. I’ll just leave you with that as it’s not a game breaking issue.
As for the mitigation. Having little mitigation is a purposeful short coming of the class. Much like how a mDK might have issue in full out open world fights, magblade may lack mitigation.
So while what you say is correct in that they don’t have a ton of mitigation, that is not an issue for the class.
Thing is you guys are asking for the class to be a dead end spec that doesn’t work.
Right now sure there are newer pvpers who don’t run defense so you can gank people, but in the more experienced ranks magblades are seen as absolutely terrible. I’ve only been successfully ganked once in the past 3-4 months by any NB, and that’s when I was testing out a new spec. When you’re up against people with enough mitigation ganking just doesn’t work.
Adding more sustain will do little for your playstyle. Adding self healing will do very little for your playstyle if you don’t pair it enough defense that you survive longer then two GCDs, and magblade gankers generally don’t and are glass canons.
Mitigation will allow magblades to survive long enough for self healing to take effect. If you’re a glass canon with essentially 0 mitigation 15% is substantial and will help a ton more then anything else.https://youtu.be/g7DHQ10x9PM