You literally have to be tanky to be a brawler...Dks are brawlers by design. Nightblade is not.
Bushido2513 wrote: »
You literally have to be tanky to be a brawler...Dks are brawlers by design. Nightblade is not.
So "tanky" is just perception of how damage is dealt with.
A heavy armor build that takes less damage still has to heal, just for less.
A medium armor build that takes the same damage just has to heal for more.
In both cases you're effectively going to see a health bar that won't be moving much.
So they both have to react the same as in healing themselves just for different amounts but they can both stand in one place and hit hard.
A brawler is defined by the ability to stay in a fight where they know they will get hit, take the hits, and deliver equal or harder hits.
That being said you can of course choose to define tanky as only a character with x level of resistances and armor weights but that's really just going to limit the available build options.
I personally prefer to look at the net effect more than how a build gets there.
Bushido2513 wrote: »
You literally have to be tanky to be a brawler...Dks are brawlers by design. Nightblade is not.
So "tanky" is just perception of how damage is dealt with.
A heavy armor build that takes less damage still has to heal, just for less.
A medium armor build that takes the same damage just has to heal for more.
In both cases you're effectively going to see a health bar that won't be moving much.
So they both have to react the same as in healing themselves just for different amounts but they can both stand in one place and hit hard.
A brawler is defined by the ability to stay in a fight where they know they will get hit, take the hits, and deliver equal or harder hits.
That being said you can of course choose to define tanky as only a character with x level of resistances and armor weights but that's really just going to limit the available build options.
I personally prefer to look at the net effect more than how a build gets there.
The health bar WILL definitely move if your in more medium/light armor. Just because you can get a burst heal to burst through the damage. Doesn't make it a brawler. Your kind of on the right track, but not really. Your just throwing most general builds under *Brawler* which is not the case. The actual brawlers builds have always been heavy armor builds with all damage builds. You need like 33k Resistances and a lot of damage reduction. While being able to still hit really hard. 9 times out of 10 a true brawler is also using Sword and Board.
We did steer off topic though, so that being said, I do still believe that rangeblade is bad. It just needs some minor adjustments to make it rewarding to play.
Bushido2513 wrote: »Bushido2513 wrote: »
You literally have to be tanky to be a brawler...Dks are brawlers by design. Nightblade is not.
So "tanky" is just perception of how damage is dealt with.
A heavy armor build that takes less damage still has to heal, just for less.
A medium armor build that takes the same damage just has to heal for more.
In both cases you're effectively going to see a health bar that won't be moving much.
So they both have to react the same as in healing themselves just for different amounts but they can both stand in one place and hit hard.
A brawler is defined by the ability to stay in a fight where they know they will get hit, take the hits, and deliver equal or harder hits.
That being said you can of course choose to define tanky as only a character with x level of resistances and armor weights but that's really just going to limit the available build options.
I personally prefer to look at the net effect more than how a build gets there.
The health bar WILL definitely move if your in more medium/light armor. Just because you can get a burst heal to burst through the damage. Doesn't make it a brawler. Your kind of on the right track, but not really. Your just throwing most general builds under *Brawler* which is not the case. The actual brawlers builds have always been heavy armor builds with all damage builds. You need like 33k Resistances and a lot of damage reduction. While being able to still hit really hard. 9 times out of 10 a true brawler is also using Sword and Board.
We did steer off topic though, so that being said, I do still believe that rangeblade is bad. It just needs some minor adjustments to make it rewarding to play.
I forgot to say that I play on console so due to lag and other things I feel that the health bars seem to stand still more when multiple heals are in effect. May not be the same on PC or other platforms. On console if you have multiple hots going and a burst heal then even when you take a hit the health bar goes back up so fast that you might miss the move or it might seem less like a move. But at this point we really are just talking about labels.
I'm curious to see what the numbers look like using the new sets.
Regarding rewarding, are you wanting it to be on DK or melee NB level or on par with the rest of the classes?
Bushido2513 wrote: »Bushido2513 wrote: »
You literally have to be tanky to be a brawler...Dks are brawlers by design. Nightblade is not.
So "tanky" is just perception of how damage is dealt with.
A heavy armor build that takes less damage still has to heal, just for less.
A medium armor build that takes the same damage just has to heal for more.
In both cases you're effectively going to see a health bar that won't be moving much.
So they both have to react the same as in healing themselves just for different amounts but they can both stand in one place and hit hard.
A brawler is defined by the ability to stay in a fight where they know they will get hit, take the hits, and deliver equal or harder hits.
That being said you can of course choose to define tanky as only a character with x level of resistances and armor weights but that's really just going to limit the available build options.
I personally prefer to look at the net effect more than how a build gets there.
The health bar WILL definitely move if your in more medium/light armor. Just because you can get a burst heal to burst through the damage. Doesn't make it a brawler. Your kind of on the right track, but not really. Your just throwing most general builds under *Brawler* which is not the case. The actual brawlers builds have always been heavy armor builds with all damage builds. You need like 33k Resistances and a lot of damage reduction. While being able to still hit really hard. 9 times out of 10 a true brawler is also using Sword and Board.
We did steer off topic though, so that being said, I do still believe that rangeblade is bad. It just needs some minor adjustments to make it rewarding to play.
I forgot to say that I play on console so due to lag and other things I feel that the health bars seem to stand still more when multiple heals are in effect. May not be the same on PC or other platforms. On console if you have multiple hots going and a burst heal then even when you take a hit the health bar goes back up so fast that you might miss the move or it might seem less like a move. But at this point we really are just talking about labels.
I'm curious to see what the numbers look like using the new sets.
Regarding rewarding, are you wanting it to be on DK or melee NB level or on par with the rest of the classes?
Well they just gutted the new set for my playstyle…so back to the drawing board, and getting on my knees and begging for a change like the rest of the community.
Bushido2513 wrote: »Bushido2513 wrote: »Bushido2513 wrote: »
You literally have to be tanky to be a brawler...Dks are brawlers by design. Nightblade is not.
So "tanky" is just perception of how damage is dealt with.
A heavy armor build that takes less damage still has to heal, just for less.
A medium armor build that takes the same damage just has to heal for more.
In both cases you're effectively going to see a health bar that won't be moving much.
So they both have to react the same as in healing themselves just for different amounts but they can both stand in one place and hit hard.
A brawler is defined by the ability to stay in a fight where they know they will get hit, take the hits, and deliver equal or harder hits.
That being said you can of course choose to define tanky as only a character with x level of resistances and armor weights but that's really just going to limit the available build options.
I personally prefer to look at the net effect more than how a build gets there.
The health bar WILL definitely move if your in more medium/light armor. Just because you can get a burst heal to burst through the damage. Doesn't make it a brawler. Your kind of on the right track, but not really. Your just throwing most general builds under *Brawler* which is not the case. The actual brawlers builds have always been heavy armor builds with all damage builds. You need like 33k Resistances and a lot of damage reduction. While being able to still hit really hard. 9 times out of 10 a true brawler is also using Sword and Board.
We did steer off topic though, so that being said, I do still believe that rangeblade is bad. It just needs some minor adjustments to make it rewarding to play.
I forgot to say that I play on console so due to lag and other things I feel that the health bars seem to stand still more when multiple heals are in effect. May not be the same on PC or other platforms. On console if you have multiple hots going and a burst heal then even when you take a hit the health bar goes back up so fast that you might miss the move or it might seem less like a move. But at this point we really are just talking about labels.
I'm curious to see what the numbers look like using the new sets.
Regarding rewarding, are you wanting it to be on DK or melee NB level or on par with the rest of the classes?
Well they just gutted the new set for my playstyle…so back to the drawing board, and getting on my knees and begging for a change like the rest of the community.
I think the set took a hit in any sort of interesting gameplay but I'm reserving judgement till it hits live to see what people can make happen with it.
I honestly don't really like that it's soooooo bland though. Basically conditional increased recovery, damage, and healing to a specific class/playstyle. The ult minigame was ok though obviously borrowed from sorc.
I've always said that I think nb needs a balance pass before or as part of looking at range but in this case we have actual dev time that resulted in a basic set but which could have been used on a balance pass.
Though looking at what the set turned out as I'm not really sure if it saw much dev time anyway.
Well they just gutted the new set for my playstyle…so back to the drawing board, and getting on my knees and begging for a change like the rest of the community.
I'd like to quote myself from earlier in this thread,and update part of with some additional feedback given its new adjustment.
IMO while the new class set is a massive band-aid, it goes to show the lack of ambition and willingness to touch the skills that the development team has had over the past year or so. Just more sets and more bad examples that dont reflect the reality of what happens when playing this game.
The most recent adjustment having the set now to read as:
Soulcleaver:
This set’s bonuses to damage and healing done with Siphoning abilities no longer scale based on your Ultimate, and instead offer a flat 18% increase in damage and healing done and Cost Reduction for Siphoning abilities.
This set no longer requires you to actively have 20 Ultimate to gain its effects (including the Ultimate drain). As such, this set now also applies to the Ultimate abilities from the Siphoning skill line
And the dev comment:
Originally during testing, this set went through many iterations to try and avoid behavior where the set could enable Nightblades to become incredibly powerful in areas they have not been; many restrictions and regulations were put in place to attempt to quell issues. As the set went to the PTS and we began receiving feedback, much of this feedback was pointed at how overly complicated the set seemed to be. As such, we’ve simplified the set immensely while also easing back on its ceiling potential, correcting both some of the insane power the class obtained when not using their Ultimate, while also allowing the set to fit into the normal play patterns Nightblade is traditionally played – where it can utilize Ultimates more rapidly than most other classes due to its passives and costs. It’s our hope that the set still remains impactful at enabling Nightblades to tap into the Siphoning power fantasies more effectively, with an outcome that is simpler to use and understand.
In my opinion the current iteration is still not something to ignore of it goes live for the ever underwhelming ranged magblade should it choose to use Swallow Soul as a primary spammable given that it will be receiving a flat 18% damage increase. Should a flat increase or rework be applied to the ability? Yes. I for one can make this work. The amount of healing I was getting prior to this adjustment was honestly insane and I'm happy that it's been reigned in a bit.
Hopefully the teams working on abilities can get more time in the sun instead of attempting to balance the game with sets. It's just not going to cut it.