Thing is, we should always need to actually use our skills for them to work.
GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
GrumpyDuckling wrote: »
GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
So, you are now changing your opinion to say that it is okay if a slotted, but not activated skill changes the stats of the user (Camouflaged Hunter), but it is not okay if a slotted, but not activated skill changes the stats of an enemy (Mark Target)?
I think that's a weak argument.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
So, you are now changing your opinion to say that it is okay if a slotted, but not activated skill changes the stats of the user (Camouflaged Hunter), but it is not okay if a slotted, but not activated skill changes the stats of an enemy (Mark Target)?
I think that's a weak argument.
I did not change my opinion at all. I merely clarified that the passive that is added with the Camo morph is a proc, but it is still a passive.
Regardless, it is still something that affects the character with it slotted, not the target.
Just FYI, the active part of any skill requires us to activate the skill for the effects to happen. Neither aspect of Camo Hunter I mentioned requires the player to activate the skill. That is why it is called a passive.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
So, you are now changing your opinion to say that it is okay if a slotted, but not activated skill changes the stats of the user (Camouflaged Hunter), but it is not okay if a slotted, but not activated skill changes the stats of an enemy (Mark Target)?
I think that's a weak argument.
Edit: To clearly demonstrate I have not changed my story as accused I am linking my reply to your comparison of Mark Target to Camo Huner in which I do in fact state the difference between something affecting the target directly vs affecting ones own stats.
https://forums.elderscrollsonline.com/en/discussion/comment/7035210/#Comment_7035210
GrumpyDuckling wrote: »Camo Hunter applies a buff mechanic to the user when attacking an enemy, and the suggested Mark Target applies a debuff to the enemy when attacking the enemy. The mechanic is the sameGrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
So, you are now changing your opinion to say that it is okay if a slotted, but not activated skill changes the stats of the user (Camouflaged Hunter), but it is not okay if a slotted, but not activated skill changes the stats of an enemy (Mark Target)?
I think that's a weak argument.
Edit: To clearly demonstrate I have not changed my story as accused I am linking my reply to your comparison of Mark Target to Camo Huner in which I do in fact state the difference between something affecting the target directly vs affecting ones own stats.
https://forums.elderscrollsonline.com/en/discussion/comment/7035210/#Comment_7035210
GrumpyDuckling wrote: »Camo Hunter applies a buff mechanic to the user when attacking an enemy, and the suggested Mark Target applies a debuff to the enemy when attacking the enemy. The mechanic is the sameGrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
So, you are now changing your opinion to say that it is okay if a slotted, but not activated skill changes the stats of the user (Camouflaged Hunter), but it is not okay if a slotted, but not activated skill changes the stats of an enemy (Mark Target)?
I think that's a weak argument.
Edit: To clearly demonstrate I have not changed my story as accused I am linking my reply to your comparison of Mark Target to Camo Huner in which I do in fact state the difference between something affecting the target directly vs affecting ones own stats.
https://forums.elderscrollsonline.com/en/discussion/comment/7035210/#Comment_7035210
The mechanic is not the same and how you describe the difference between how they work makes that perfectly clear.
GrumpyDuckling wrote: »Seems like a bad faith argument to hang your defense on,GrumpyDuckling wrote: »Camo Hunter applies a buff mechanic to the user when attacking an enemy, and the suggested Mark Target applies a debuff to the enemy when attacking the enemy. The mechanic is the sameGrumpyDuckling wrote: »GrumpyDuckling wrote: »GrumpyDuckling wrote: »Thing is, we should always need to actually use our skills for them to work.
I disagree with your opinion that we should "always need to actually use" our skills. No one "actually uses" Camouflaged Hunter in PVE, but people slot it. Just because you think we should "always need to actually use" our skills doesn't mean the game has to be that way.
An active skill, one that directly affects the target, is not the same as a mere passive that affects the stats of the character that has it equipped. It is not even an apples and oranges comparison being made here but apples to cattle association.
Camouflaged Hunter is not a "mere passive," it is a skill that you slot on your bar that also has passive benefits attached to it, but you still don't "actually use the skill," which goes against the opinion of your first post. Yes, the two skills function differently so it's not a perfect comparison, but I think you're having a hard time seeing where you contradict yourself.
Technically it is both a passive and a proc that is granted via a passive. Major Savegry is granted as a passive just for having the skill slotted on the active bar. Minor Berserk is technically granted as a proc when the player deals critical damage under specific conditions. However, both are the result of the skill itself being passive.
In neither case is anything being applied to the target. Everything is being applied to the character having the skill equipped. As such this mechanic is not relevant to what is being suggested for the marked target.
So, you are now changing your opinion to say that it is okay if a slotted, but not activated skill changes the stats of the user (Camouflaged Hunter), but it is not okay if a slotted, but not activated skill changes the stats of an enemy (Mark Target)?
I think that's a weak argument.
Edit: To clearly demonstrate I have not changed my story as accused I am linking my reply to your comparison of Mark Target to Camo Huner in which I do in fact state the difference between something affecting the target directly vs affecting ones own stats.
https://forums.elderscrollsonline.com/en/discussion/comment/7035210/#Comment_7035210
The mechanic is not the same and how you describe the difference between how they work makes that perfectly clear.
What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
GrumpyDuckling wrote: »But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
I see what you're saying.
I'd still like to test the suggested change to Mark Target because I think it offers more risk reward gameplay for Nightblades. When attacking other Nightblades they would have to better set up Shadow Image, and more efficiently use roll dodge and LOS for defense, but also when attacking you actually get to benefit from/use Mark Target without telegraphing your incoming attack.
GrumpyDuckling wrote: »But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
I see what you're saying.
I'd still like to test the suggested change to Mark Target because I think it offers more risk reward gameplay for Nightblades. When attacking other Nightblades they would have to better set up Shadow Image, and more efficiently use roll dodge and LOS for defense, but also when attacking you actually get to benefit from/use Mark Target without telegraphing your incoming attack.
It does not offer any additional risk rewards for NBs as it literally reduces the risk
GrumpyDuckling wrote: »GrumpyDuckling wrote: »But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
I see what you're saying.
I'd still like to test the suggested change to Mark Target because I think it offers more risk reward gameplay for Nightblades. When attacking other Nightblades they would have to better set up Shadow Image, and more efficiently use roll dodge and LOS for defense, but also when attacking you actually get to benefit from/use Mark Target without telegraphing your incoming attack.
It does not offer any additional risk rewards for NBs as it literally reduces the risk
I think @fred4 did a pretty good job explaining to me their concern about opposing Nightblades having a constant refresh of the detect when doing damage. I don't see how that "literally reduces the risk." Please read more carefully.
GrumpyDuckling wrote: »GrumpyDuckling wrote: »But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
I see what you're saying.
I'd still like to test the suggested change to Mark Target because I think it offers more risk reward gameplay for Nightblades. When attacking other Nightblades they would have to better set up Shadow Image, and more efficiently use roll dodge and LOS for defense, but also when attacking you actually get to benefit from/use Mark Target without telegraphing your incoming attack.
It does not offer any additional risk rewards for NBs as it literally reduces the risk
I think @fred4 did a pretty good job explaining to me their concern about opposing Nightblades having a constant refresh of the detect when doing damage. I don't see how that "literally reduces the risk." Please read more carefully.
Ok. You clearly stated "Applying Piercing Mark to an enemy in PVP telegraphs to the enemy that they are about to get attacked." So the elimination of that telegraph would in fact reduce the risk to the NB. The difference is stark going from telegraphing the attack to getting the same benefit from Mark Target while also being able to attack without notice.
In other words, if you wish to dispute that very clear fact please provide how it would somehow not reduce the risk. I have provided a clear explanation of how the risk is reduced with the suggested change.
GrumpyDuckling wrote: »
This favors stamblades and would leave magblades screwed over yet again by a change that only considers the former class. For one: Have you been ganked lately? Stamblades have crept up in power to where they absolutely do not need another buff, IMO. Fracture was removed from Surprise Attack for a reason. This equates to putting it back. The second point is that dodge rolling is the purview of stamblades, not magblades, also favoring them.GrumpyDuckling wrote: »But it could be refreshed simply by dealing damage? That's not 3 seconds. That, for all intents and purposes, is indefinite. You can argue about Shadow Image and line-of-sight breaking this, but it will still be a heck of a lot easier than having to recast the skill and spending a GCD on that. It very significantly increases the power of the skill for detection.GrumpyDuckling wrote: »What a strange thing to say. You do understand that that is how fights work, right? People hit each other. We fight. It's a fighting game.GrumpyDuckling wrote: »
NBs have a varying dependence on cloak. In my case it's high. I still vividly remember a whole evening ruined, because wherever I went in Cyro, the same group of nightblade hunters went there too with their Mark spamming. The game became unplayable for that character. NB fighting styles are start / stop. You engage for 5 seconds, then you disengage and you have to have a reasonable chance of getting out of there, because you are squishy and that is your defense. I think there are strong enough counters to cloak as it is.
Yes, I understand how the fighting works. What I didn't understand was the section of your post where you were talking about the detect duration of Piercing Mark being drastically cut, and how it applies to this.
Piercing Mark used to be north of 20 seconds and stay the whole duration unless cleansed. The suggested change to Mark Target wouldn't change the 3 second duration of detect, it would remain the same.
I see what you're saying.
I'd still like to test the suggested change to Mark Target because I think it offers more risk reward gameplay for Nightblades. When attacking other Nightblades they would have to better set up Shadow Image, and more efficiently use roll dodge and LOS for defense, but also when attacking you actually get to benefit from/use Mark Target without telegraphing your incoming attack.