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Nightblade has been fun for years but it has lost a lot of its identity especially when playing the assassin style in PvP as most players are better off running two handed as opposed to using assassination skills.
I think that Nightblades suffer the most from Stealth gameplay in ESO not being a real Stealth gameplay. That hampers the experience as a stealth class considerably.
For example we cannot inflict considerable stealth damage on Bosses and they are immune to stun. Fast and silent movement is generally not necessary, because the detection radius is so small that you can walk by everything and not be attacked.
In PvP everything is tried to not make stealth OP, which I understand. But this balance is struck at the cost of the PvE experience.
So yeah, Nightblade is fun, but not because it is stealthy.
Not really. For me some of the problem is one the lack of in stealth gap closing tools. The gap closers shouldn’t pull the class out of stealth; it would be better if they didn’t do damage but buffed outgoing damage for a few seconds after leaving stealth. And cost much less to use. The class is a “stealth” class with mediocre in and out tools.
The other problem I have with the class is other than going invisible at will it has no real identity when it comes to damage types. The dk’s poison tool kit outperforms the “assassin architype”. I would expect the nightblade’s master assassin passive for example allowed weapon poisons to apply 100% of time and do increased damage.
Then there is the issue with your own dot effects pulling you out of stealth, my question is why? With so many counters all ready to alpha strikes and stealth, why add this? It limits nightblade playstyles unlike other classes. I mean really what other class gets punished for using a damage type?
Then there is the whole thing where the devs kind of fixed the class when it came to filling the tanking role but then instead of fixing the last standing issue which was improving the function of bolstering darkness in end game group content; they deiced to remove functionality from manifestation of terror by removing one of the traps then added an unneeded condition to stand still to benefit from dark cloak.
Which they clamed was do dark cloak’s use in pvp, when in pvp it’s the healing scaling linearly from weapon/spelling damage that is the bulk of the problem, with the fact they don’t impose limits on the number active healing effects player can have on them at any given time.
All this for me has basically sucked out completely what little fun the class had left.
Im still bugged that consuming darkness is still a crap ult with a mediocre damage morph
invisibility + blade of woe make for some good assassin RP bonus for using the CP star to be able to chain kill with it
Despite having 0 group utility you have potent burst heals as healer with a "from 0 to 100%" AOE healign ult, and big chonker heal with healthy offering and AOE HoT with refreshign path
As NB tank I enjoy the tank/healer hybrid I made and perform decently in DLC vet trials
Regarding DD, I kinda dumped it when I wasn't enjoying at all the meta rotation to reach good dps but since it was years ago it prolly changed 15 time again