-Shrewd Offering: Can now affect the caster himself. Nobody uses this morph and magblade is in dire need of a good defensive heal.
-Shrewd Offering: Can now affect the caster himself. Nobody uses this morph and magblade is in dire need of a good defensive heal.
no worry to say that but this skill is perfectly fine, i you think not go look that
https://steamuserimages-a.akamaihd.net/ugc/768353331086431609/BF646B861C82ED86B9434446BC6B19DFC742998C/.
thanks to not annoy healblade for your magblade buff ^^ .
-Shrewd Offering: Can now affect the caster himself. Nobody uses this morph and magblade is in dire need of a good defensive heal.
no worry to say that but this skill is perfectly fine, i you think not go look that
https://steamuserimages-a.akamaihd.net/ugc/768353331086431609/BF646B861C82ED86B9434446BC6B19DFC742998C/.
thanks to not annoy healblade for your magblade buff ^^ .
Thats why we were gifted 2 morphs of each ability my dude. Most healblades use the healthy offering morph.
Besides i'd count it as a direct buff to healblades if they could heal themselves with their own burstheal like all other classes.
exeeter702 wrote: »The main issue I have seen for so mnay years on here is that for every thread made about what magblade needs, there is a different idea of what magblade is "supposed to be".
Magblade has become a problem in pvp lately. It has a very strong single target damage ability that also HEALS them, it has the best ult, which provides majo defile for only 75 ult, and arguably the best healing and mitigation in the game. Why mitigation? Answer is simple; shade. Well placed shade will result in permanent and 100% damage mitigation and it allows for little to no counterplay. Its healing, blessing of protection as well as dark cloak provides far too much for any experienced player to kill solo.
Magblade has become a problem in pvp lately. It has a very strong single target damage ability that also HEALS them, it has the best ult, which provides majo defile for only 75 ult, and arguably the best healing and mitigation in the game. Why mitigation? Answer is simple; shade. Well placed shade will result in permanent and 100% damage mitigation and it allows for little to no counterplay. Its healing, blessing of protection as well as dark cloak provides far too much for any experienced player to kill solo.
what? nightblades can not die if played correctly. Shade has no counter, cloak is insane (both morphs).
IAmIcehouse wrote: »-Dark cloak: Reduce the cost. You have to recast it every 8 seconds for your Major Resolve passive anyways and the skill costs too much for how little it does.
No. Dark cloak is arguably the best source of major resolve in the game. The cost is fine.
IAmIcehouse wrote: »-Concealed weapon: Increase the movement speed in stealth buff to 40%
this is unnecessary, it doesn't increase it's strengths in combat nor cover it's weaknesses
IAmIcehouse wrote: »-Refreshing path: make it wider and make the hot stay for 4 seconds after leaving it.
Adding more HoTs to a class that is already stacked with an insane amount of HoTs isn't going to do much. This really only buffs magblade healers which is already very strong.
IAmIcehouse wrote: »-Mass hysteria: Add back the slow at the very least. Minor breach or a 2 second root are also good options.
this going to be even stronger with magblades in ballgroups. No thanks
IAmIcehouse wrote: »-Swallow soul: no longer a projectile and undodgeable. So many things have become undodgeable, might aswell just add it to that list. Instantly solves the problem of an utterly unreliable offensive kit without taking any counterplay away from the big hits.
No more undodgable skills. Please no.
what? nightblades can not die if played correctly. Shade has no counter, cloak is insane (both morphs).
There is a sharp difference between winning and not losing. Nightblades and Sorcs alike can choose their fights easily, but that doesnt mean they should automaticly lose if they decide to fight.
Your average decent necro/warden player is too tanky to be killed by a single magblade. Running away until help arrives is the only option at that point.IAmIcehouse wrote: »-Dark cloak: Reduce the cost. You have to recast it every 8 seconds for your Major Resolve passive anyways and the skill costs too much for how little it does.
No. Dark cloak is arguably the best source of major resolve in the game. The cost is fine.
I dont know why people think dark cloak is oh so strong. Unless you play in full heavy the abilities uptime and use just happens to be the only one that coincides with the major resolve passive. The skill itself may not be useless but its definetly not good. It costs a whooping 4k mag, even more than shadowy disguise, and a global cooldown every 8 seconds. The price of upkeep is enormous for an ability that heals for round about 800 non crit ticks with 30k health, making it weaker than radiating regen or refreshing path hots without any of the team utility. If you push your health any higher than that you lose any chance to deal significant damage on this class, current procs excluded.
exeeter702 wrote: »The main issue I have seen for so mnay years on here is that for every thread made about what magblade needs, there is a different idea of what magblade is "supposed to be".
Unlike certain classes which pretty much always play the same unless you deliberatly go for something wild there is many different versions of magblades in pvp.
Bombblade, Gankblade, Healblade, Brawlerblade, Mageblade, Saptank, full meele, full ranged, meele ranged hybrid, dark cloak vs shadowy disguise, max stat stacking vs procs...
Not every Magblade out there plays the same and everyone thinks they need a different buff to be viable. Disagreements are bound to happen.
Without a reliable burst heal option brawlerblade is not good enough because dampen and healing ward are not good enough and buffs to those would benefit magsorc disproportionatly more, who dont need these buffs.
If shrewd offering can heal the user himself then it needs either a magicka cost or increased health cost to not be problematic.
Healblades would get the choice between the current healthy offering as it is, which is stronger but requires them to use dampen/shield ally for themselves and kite more, or the more generic shrewd offering, losing the 8% healing buff and making sustain worse for the benefit of having a blockcastable burstheal for better self defense.
Stamblades already have the ability to crit a momentum in cloak/shade and instantly heal to full while reseting the fight. There is a short "cooldown" to it, but then again they can also spam dodgerolls much more. Thus i dont see a spammable burstheal being as problematic for magblades who spam invisibility.
I have to say im also of the opinion that cloak should have a 33% cost increase per cast similiar to dodgeroll and streak. But i wouldnt push that unless zos can finally fix cloak to properly work for good. That skill is broken every second patch.
Atleast that way the class can finally become more than just "oneshots from stealth".
exeeter702 wrote: »And yes a self target burst heal is fundamentally problematic when paired with the escape tools that magblade has. Asking for magblades to have a burst heal is asking for a bandaid to fix the damage that is the games current design environment, its shortsighted and unnecessary and reactionary to the flaw that is the design philosophy shift brought about when wrobel took over and Gilliam joined the dev team, to a universal power budget audit applied to all skills of particular catagories that has disproportionately harmed magblades specifically because of how versatile they were always able to be played.
exeeter702 wrote: »A big problem here is that things like swallow soul do not hang on to the strongest applications, often times you lose a stronger hot from it when you are weaving it and hit for less on subsequent casts. It needs minor vit back, and it needs the heal value static per 2 seconds based on the abilities tooltip, not real time damage dealt. Not only does that allow you to more specifically tune the heal value for balance concerns, but it actively reinforces staying in combat and weaving it to stay alive, strengthening the design of the siphoning skill line.
exeeter702 wrote: »It should also be understood that regardless of what it may appear like on screen client side, swallow soul is an instant cast ability that is resolved server side once the ability is cast, if the target is in range and the ability is used, there is no action the recipient can take that will change the outcome of the skill, if they anticipated its use and dodged, there will be a dodge, same with block. Swallow souls trajectory visual and speed is superfluous and does not actively work against it server side. This is a massive misunderstanding that far too many players have for a lot of skills In this game.
ResidentContrarian wrote: »
ResidentContrarian wrote: »
IAmIcehouse wrote: »-Concealed weapon: Increase the movement speed in stealth buff to 40%
this is unnecessary, it doesn't increase it's strengths in combat nor cover it's weaknesses
The point of that is to add back a portion of the mobility for the playstyle that was lost when major expedition was removed from crippling grasp.IAmIcehouse wrote: »-Refreshing path: make it wider and make the hot stay for 4 seconds after leaving it.
Adding more HoTs to a class that is already stacked with an insane amount of HoTs isn't going to do much. This really only buffs magblade healers which is already very strong.
Insane amounts? Dark cloaks hot is weak, refreshing paths hot is tied to standing in it and no stronger than radiating regens. Siphoning attacks is extremly weak. Only swallow soul may have a strong one, but that depends on your damage and your opponents tankiness. Nothing outstanding.
Magblades stack several hots not because they can but because they have to. How often do Magplars or Magcros use rapid regen just because they could? The individual hots are so weak it is impossible to get by on them alone. And without a good burst heal option stacking hots is the only way to survive.IAmIcehouse wrote: »-Mass hysteria: Add back the slow at the very least. Minor breach or a 2 second root are also good options.
this going to be even stronger with magblades in ballgroups. No thanks
The only reason to run Magblades in ballgroups is for bombers. The cc spam is done by other classes or in this case by soul thether.IAmIcehouse wrote: »-Swallow soul: no longer a projectile and undodgeable. So many things have become undodgeable, might aswell just add it to that list. Instantly solves the problem of an utterly unreliable offensive kit without taking any counterplay away from the big hits.
No more undodgable skills. Please no.
I dont want any more undodgeable skills either, but i dont see any other way to solve the unrivaled unreliability of magblades offensive kit. Stamblades for instance deal far superior damage. If theyre not gonna directly buff magblades damage, which they wont do for pve reasons, then the only option is to remove counterplay to get the class to compete. Taking that off of burst abilities similiar to how blastbones and shalks already work is the poorer choice.
TheEndBringer wrote: »On XB magblades are thriving. It's just now you build the character. Magblades are able to swap to shield and out heal lots of damage. Then they stealth around you and mess you up from flank.