Hidden Blade - Gives Major Brutality and has chance to interrupt. Low Damage, 22 Range
Entropy - Gives Major Sorcery as well as high damage DOT, 28 range and grants you empowered.
I thought the whole point of this "skill audit" thing was to help make stuff like this make sense. Yet Hidden blade, a skill that was already bad and hardly used now costs way more resources and deals less damage than it did because it's a "utility" yet Entropy, that gives an equivalent buff had its damage increased and cost remains the same.
Where is the consistency?
Vercingetorix wrote: »Hidden Blade - Gives Major Brutality and has chance to interrupt. Low Damage, 22 Range
Entropy - Gives Major Sorcery as well as high damage DOT, 28 range and grants you empowered.
I thought the whole point of this "skill audit" thing was to help make stuff like this make sense. Yet Hidden blade, a skill that was already bad and hardly used now costs way more resources and deals less damage than it did because it's a "utility" yet Entropy, that gives an equivalent buff had its damage increased and cost remains the same.
Where is the consistency?
Hidden Blade is a RANGED melee skill so for that reason alone it is a utility spell because melee builds normally operate in melee range. By comparison, Entropy does not break a rule. Templars and Necromancers also do not innately have Major Sorcery and so they rely on Entropy - melee builds do not rely on Hidden Blade. If you care that much about a ranged melee skill, use a gap closer from another melee skill line.
Vercingetorix wrote: »Hidden Blade - Gives Major Brutality and has chance to interrupt. Low Damage, 22 Range
Entropy - Gives Major Sorcery as well as high damage DOT, 28 range and grants you empowered.
I thought the whole point of this "skill audit" thing was to help make stuff like this make sense. Yet Hidden blade, a skill that was already bad and hardly used now costs way more resources and deals less damage than it did because it's a "utility" yet Entropy, that gives an equivalent buff had its damage increased and cost remains the same.
Where is the consistency?
Hidden Blade is a RANGED melee skill so for that reason alone it is a utility spell because melee builds normally operate in melee range. By comparison, Entropy does not break a rule. Templars and Necromancers also do not innately have Major Sorcery and so they rely on Entropy - melee builds do not rely on Hidden Blade. If you care that much about a ranged melee skill, use a gap closer from another melee skill line.
So it costs more because it can’t be light attack weaved at range? Stam necros and stamplars also do not innately have access to major brutality. Some of us relied on hidden blade.
Vercingetorix wrote: »Hidden Blade is a RANGED melee skill so for that reason alone it is a utility spell because melee builds normally operate in melee range. By comparison, Entropy does not break a rule. Templars and Necromancers also do not innately have Major Sorcery and so they rely on Entropy - melee builds do not rely on Hidden Blade. If you care that much about a ranged melee skill, use a gap closer from another melee skill line.
Vercingetorix wrote: »Hidden Blade is a RANGED melee skill so for that reason alone it is a utility spell because melee builds normally operate in melee range. By comparison, Entropy does not break a rule. Templars and Necromancers also do not innately have Major Sorcery and so they rely on Entropy - melee builds do not rely on Hidden Blade. If you care that much about a ranged melee skill, use a gap closer from another melee skill line.
Agreed, with one nuance. Some people used two handed's Rally as a source of major brutality + heal over time. Good all round safe-survival + self damage tool. Now that it only heals when it ends, the whole skill, maybe even skill line, might not be as appealing for some. I know I respec'ed out of it on some characters, I prefer buffing before entering melee, but on a Nightblade, for instance, I can get it once I'm in melee range from class skills. On a Warden, the netch will do.
So, hidden blade might be a proper source of major brutality for some builds that don't have it from other class skills and were getting it from two handed. It's a niche spot, granted, but quite an important one for some builds. Also, being able to interrupt casters from range is rather handy for non-bow users. So yeah, it is a utility skill.
Vercingetorix wrote: »Vercingetorix wrote: »Hidden Blade - Gives Major Brutality and has chance to interrupt. Low Damage, 22 Range
Entropy - Gives Major Sorcery as well as high damage DOT, 28 range and grants you empowered.
I thought the whole point of this "skill audit" thing was to help make stuff like this make sense. Yet Hidden blade, a skill that was already bad and hardly used now costs way more resources and deals less damage than it did because it's a "utility" yet Entropy, that gives an equivalent buff had its damage increased and cost remains the same.
Where is the consistency?
Hidden Blade is a RANGED melee skill so for that reason alone it is a utility spell because melee builds normally operate in melee range. By comparison, Entropy does not break a rule. Templars and Necromancers also do not innately have Major Sorcery and so they rely on Entropy - melee builds do not rely on Hidden Blade. If you care that much about a ranged melee skill, use a gap closer from another melee skill line.
So it costs more because it can’t be light attack weaved at range? Stam necros and stamplars also do not innately have access to major brutality. Some of us relied on hidden blade.
If you weren't running Momentum for a heal and Major Brutality in lieu of a potion, that's on you. Hidden Blade has always been garbage - now it's even more garbage. OP is crying over spilled but also spoiled milk. It's not like HB was useful before the nerf. Switch to 2H for the Brutality buff if your class lacks it or use a potion. 2H is a strong skill line so you should be using it anyway. Choosing to be stubborn and reluctant to change is not an excuse for your woes. You have solutions and if you refuse to utilize them, then the fault lies squarely with you.
Oakmontowls_ESO wrote: »It's now the third interrupt skill so now stam characters can have a ranged interrupt without loosing the execute on poison injection.
Oakmontowls_ESO wrote: »It's now the third interrupt skill so now stam characters can have a ranged interrupt without loosing the execute on poison injection.
No one uses a skill for the interrupt. There are too few abilities with cast times and the cast times are too short to make any use of them unless it is on a spammable that you would have been casting anyways. Now that the skill was reworked to be a fancy pile of *** that doesn’t do any damage I doubt it will get any use with or without an interrupt attached.
Vercingetorix wrote: »However, DW has heals in Bloodlust and Blood Craze whose heals scale with Major Brutality.