I think we should also add another effect on top of merciless's pre-existing damage.
I believe it should have some sort of reverse execute scaling effect.
Meaning, the higher hp % value your opponent has, the more damage it does (with a limit of dropping % so that it cannot hit for a lower value than the base shot) just so that nightblades have an actual true opportunity to one shot their opponent without having to incap in the first place.
I feel as though my assassin RP is being ruined by the fact that I feel as a failed assassin if my target survives my attack
IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
MashmalloMan wrote: »IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
I'm not a NB main, so take this with a grain of salt, but how does allowing the hardest hitting skill in the game to be undodgeable make any sense at all? It hits as hard as an ultimate.
For starters. Undogeable skills are regulated to aoe skills that usually deal less damage compared to single target, that is a part of the core design of the game, so it's just not going to happen unless it becomes aoe and receives a heavy damage nerf to compensate.
Stick to the second suggestion, I could easily see a situation where when you miss your target, you keep the stacks, but the skill goes on a 3 second cooldown like when a skill gets interrupted during casting. That would be fair for NBs, allow them to reset the fight, but also fair for Counter play so you don't instantly get spammed Grim Focus multiple times when the dodge roll is suppose to counter the NBs burst.
The toggle idea for Cloak is interesting, it could work similarly to Vampire Blood Frenzy. Make it cost mana per second, but it ramps up each second up to a limit to balance out the fact that you use less GCD's that you can now spend on other actions.
Example:
Current cost = 3780
New cost = 1100/s
New mechanic = Toggle to Cloak yourself in shadow and become invisible. Each second you remain invisible gives you a stack of Respite up to 5 stacks, increasing the cost by 220 a second.
The idea being, before 3s it's cheaper than the original skill. At 3s, it costs slightly more (3960), at 6s toggled on, it costs 2200/s to keep up which is obviously higher than the original 3s.
Not sure about specific numbers, because you would want to be careful that you don't make it free with cost reduction glyphs, but you can see how the general idea would play out. It's not for me to figure out the exact number.
The ramping cost is a balance requirement necessary to tackle the fact that you're saving GCD's you can use for things like the new Siphoning Strikes to recover resources back from or heal, etc.
IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
IncultaWolf wrote: »I think we should also add another effect on top of merciless's pre-existing damage.
I believe it should have some sort of reverse execute scaling effect.
Meaning, the higher hp % value your opponent has, the more damage it does (with a limit of dropping % so that it cannot hit for a lower value than the base shot) just so that nightblades have an actual true opportunity to one shot their opponent without having to incap in the first place.
I feel as though my assassin RP is being ruined by the fact that I feel as a failed assassin if my target survives my attack
This would be a good change, too many people running around with 40k+ hp, merciless needs a damage buff to compensate for players building tanky
IncultaWolf wrote: »MashmalloMan wrote: »IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
I'm not a NB main, so take this with a grain of salt, but how does allowing the hardest hitting skill in the game to be undodgeable make any sense at all? It hits as hard as an ultimate.
For starters. Undogeable skills are regulated to aoe skills that usually deal less damage compared to single target, that is a part of the core design of the game, so it's just not going to happen unless it becomes aoe and receives a heavy damage nerf to compensate.
Stick to the second suggestion, I could easily see a situation where when you miss your target, you keep the stacks, but the skill goes on a 3 second cooldown like when a skill gets interrupted during casting. That would be fair for NBs, allow them to reset the fight, but also fair for Counter play so you don't instantly get spammed Grim Focus multiple times when the dodge roll is suppose to counter the NBs burst.
The toggle idea for Cloak is interesting, it could work similarly to Vampire Blood Frenzy. Make it cost mana per second, but it ramps up each second up to a limit to balance out the fact that you use less GCD's that you can now spend on other actions.
Example:
Current cost = 3780
New cost = 1100/s
New mechanic = Toggle to Cloak yourself in shadow and become invisible. Each second you remain invisible gives you a stack of Respite up to 5 stacks, increasing the cost by 220 a second.
The idea being, before 3s it's cheaper than the original skill. At 3s, it costs slightly more (3960), at 6s toggled on, it costs 2200/s to keep up which is obviously higher than the original 3s.
Not sure about specific numbers, because you would want to be careful that you don't make it free with cost reduction glyphs, but you can see how the general idea would play out. It's not for me to figure out the exact number.
The ramping cost is a balance requirement necessary to tackle the fact that you're saving GCD's you can use for things like the new Siphoning Strikes to recover resources back from or heal, etc.
Nb needs the buffs you see
IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
IncultaWolf wrote: »I think we should also add another effect on top of merciless's pre-existing damage.
I believe it should have some sort of reverse execute scaling effect.
Meaning, the higher hp % value your opponent has, the more damage it does (with a limit of dropping % so that it cannot hit for a lower value than the base shot) just so that nightblades have an actual true opportunity to one shot their opponent without having to incap in the first place.
I feel as though my assassin RP is being ruined by the fact that I feel as a failed assassin if my target survives my attack
This would be a good change, too many people running around with 40k+ hp, merciless needs a damage buff to compensate for players building tanky
When will people understand that one of the reasons these 40k+ hp tanks exist are nightblades. Nobody likes to be one tapped out of nowhere by a ganker while fighting someone else and with notoriously increasing nightblade damage potential people are forced to build more and more defense. Yeah sure lets increase nightblade's burst damage just to see these 40k+ hp tanks tunring into 50k+ hp tanks.
The more damage You add to nightblade kit the more tanky meta You will get at the end.
IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
Too subtle for some people, sorry OP.
IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
They could further improve merciless resolve by making it so it keeps bouncing towards other enemy players after it hits them within a 22m radius, and up to six times. And a critical hit with any of those hits would activate a "headshot" for an instant kill. Could even come with cool sound effects and a "kill streak" announcement.
QuasiGumbo wrote: »IncultaWolf wrote: »This is a step in the right direction to make this class playable, the only thing it needs now is to make cloak a permanent toggle ability, and merciless resolve should not be able to be roll dodged. Nothing feels as bad as working hard to light attack 5 times, build up stacks, then having a 20k bow proc miss in pvp, If it gets roll dodged, at least let me keep the stacks so I can fire it off again. I really love the siphoning strikes change to make it easier to use like grim focus, I just wish cloak got the same treatment and was a toggle because sometimes I forget to press it again before the 3 seconds runs out.
They could further improve merciless resolve by making it so it keeps bouncing towards other enemy players after it hits them within a 22m radius, and up to six times. And a critical hit with any of those hits would activate a "headshot" for an instant kill. Could even come with cool sound effects and a "kill streak" announcement.
Ooo ooo like Kill, double kill, triple kill, killamanjaro, petaultakill, bringer of death??!?
They also need to buff Drain power to have damage scaling based on how many people are there. If its 1000% more damage per target it'll actually be a usable skill and give it execute scaling below 99% health.
Major_Toughness wrote: »NB gets nerfed but people who don't play NB see it as a buff