So just want to pull a blurb from the class balance section.
"Shifted numerous Nightblade abilities to improve their thematic tie into their skill line, while simultaneously addressing some long-standing balance issues the class has had in PvP environments."
Think it's safe to say most nightblades run 1-2 heavy pieces (so 14-16 seconds).
If the intention of this change was to make micromanaging Resolve more involved, well it's not. Path/cloak are used very frequently and will make the uptime on Resolve very easy to manage.
Moving to veiled strike moving to the assassination tree. So nightblades now get ANOTHER 2% crit chance on their offensive bar... At the loss of 3% health...
These changes do absolutely nothing to address long standing balance issues.
Merciless never needed change to allow you to hold it indefinitely.
The unique no name damage buffs are way too strong.
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
Tommy_The_Gun wrote: »Daedric Curse:
"This ability and its morphs now deal their full damage in an area around the cursed enemy, rather than dealing full damage to the cursed enemy and half damage in an area around them."
So, umm... can some one explain to me if I am understanding this correctly ? I mean from the looks of it, if I understand this correctly, it means that Daedric Curse, Daedric Prey and Haunting Curse will no longer deal dmg to the target, but rather to every one around the target in the AOE.
So.... Technically, assuming it is true, then it kinda, sort off should no longer break invisibility/cloak/Invisibility potions and crouch stealth, cuz those are broken only on taking direct damage.
master_vanargand wrote: »So just want to pull a blurb from the class balance section.
"Shifted numerous Nightblade abilities to improve their thematic tie into their skill line, while simultaneously addressing some long-standing balance issues the class has had in PvP environments."
Think it's safe to say most nightblades run 1-2 heavy pieces (so 14-16 seconds).
If the intention of this change was to make micromanaging Resolve more involved, well it's not. Path/cloak are used very frequently and will make the uptime on Resolve very easy to manage.
Moving to veiled strike moving to the assassination tree. So nightblades now get ANOTHER 2% crit chance on their offensive bar... At the loss of 3% health...
These changes do absolutely nothing to address long standing balance issues.
Merciless never needed change to allow you to hold it indefinitely.
The unique no name damage buffs are way too strong.
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
Why do you hate Nightblade?
If you use the strongest Sorcerer, you will understand that Nightblade is trash in PvP.
Or you could use the Arcanist or Dragonknight.
If you use the class correctly, Nightblade is just trash.
RaptorRodeoGod wrote: »Cast time scribed skills have a doo-doo time keeping up 10s duration buffs. A solution is needed, especially for Sorcery/Brutality/Prophecy/Savagery. At bare minimum, these 4 should have a longer duration since they're so necessary for any damage setup
My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
Turtle_Bot wrote: »Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
It can also now be blocked, which is a huge nerf to the ability
Turtle_Bot wrote: »Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
It can also now be blocked, which is a huge nerf to the ability
The full AOE damage is only really practical in PVE, where sorc is severely lacking in cleave damage. So that will be nice. But it will pretty much be ignored in PVP. But yeah, it being blockable just throws another skill into the avoidable column for sorc burst. Only bad players are going to die to sorcs next patch. Bad players or execute stealing.
Turtle_Bot wrote: »Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
It can also now be blocked, which is a huge nerf to the ability
master_vanargand wrote: »you will understand that Nightblade is trash in PvP.
If you use the class correctly, Nightblade is just trash.
CameraBeardThePirate wrote: »Turtle_Bot wrote: »Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
It can also now be blocked, which is a huge nerf to the ability
Any sorc worth their salt will line up a streak with their curse proc. Being able to block it will not affect sorcs that know what they're doing.
CameraBeardThePirate wrote: »Turtle_Bot wrote: »Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
It can also now be blocked, which is a huge nerf to the ability
Any sorc worth their salt will line up a streak with their curse proc. Being able to block it will not affect sorcs that know what they're doing.
@CameraBeardThePirate
@Turtle_Bot
Regardless of individual skill level those who choose to use Curse consecutively instead of waiting for the 2nd explosion will be unable to ensure it hits unblocked 50% of the time (probably a little less than 50% if evaluated over the course of several applications but you get my point).
This is coming from a Sorc that already streaks right before the curse goes off from sheer instincts (was evaluating myself yesterday while playing it's unhealthy how well I do this without thinking).
That being said let's not twist words, this is a NERF plain and simple regardless of skill level.
Even in GvG where CC's are stolen a lot, this is a serious nerf.
It's fine it's not the end of the world, but let's not let our own Bias cloud facts
CameraBeardThePirate wrote: »Turtle_Bot wrote: »Aces-High-82 wrote: »My thoughts so far:
Arcanist: Honestly good change, especially.for pvp. Finally arcanist will have to spend Crux on the offensive instead of just spamming shields ad nauseum.
Nb: i like them moving skills in the proper skill lines, but in was hoping it would be accompanied by some healthy downward adjustments to their burst dmg. No class wearing 3 proc sets should be hitting 12-15knburst with their skills on top.
Sorc: Hardened ward is the most complained about skill atm and instead of addressing it they gave sorcs max range shalks.
Templar: the one change to dark flare isnt going to make the skill usable. Lose the empower from this morph for a better buff or debuff. No heavy attack builds will use a cast time spammable when the other morph is a 22 sec duration aoe that deals passive damage.
Warden: Soft caps? Also, tanky 45k hp wardens sure needed the extra block mitigation.
Necro: you have given in class access to major buffs, but this only brings necro to where bad classes were like 5 years ago. We have arcanist, dk, nightblades and sorcs getting every buff under the sun just for slotting already powerful skill on any bar, and instead of doing that for necro you put their major buffs on offensive abilities. Ask templars how many of them use sun fire for the major prophecy.
Scribing: people asked for longer duration on major buffs, instead you nerf them all down to 10 sec.
Did you guys ever use trample before? Do you seriously expect me to use a 1.5 second cast time skill that randomly fires off down yonder unless I precisely aim to gain major savagery for 10 whole seconds?
Btw Elemental explosion doesn't have prophecy and savagery...
Ohh...Curse ist now applying 10k pen?
It does full aoe damage around the target.
It can also now be blocked, which is a huge nerf to the ability
Any sorc worth their salt will line up a streak with their curse proc. Being able to block it will not affect sorcs that know what they're doing.
@CameraBeardThePirate
@Turtle_Bot
Regardless of individual skill level those who choose to use Curse consecutively instead of waiting for the 2nd explosion will be unable to ensure it hits unblocked 50% of the time (probably a little less than 50% if evaluated over the course of several applications but you get my point).
This is coming from a Sorc that already streaks right before the curse goes off from sheer instincts (was evaluating myself yesterday while playing it's unhealthy how well I do this without thinking).
That being said let's not twist words, this is a NERF plain and simple regardless of skill level.
Even in GvG where CC's are stolen a lot, this is a serious nerf.
It's fine it's not the end of the world, but let's not let our own Bias cloud facts
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
DrNukenstein wrote: »
But honestly just would like an answer to your own statement. How did this change effect anything for Nightblade dominance in PvP? Can you please elaborate.
Nightblade dominance? You mean the nightblades with the shields that burst heal, free mobility with CC, and bonkers ranged burst damage?
Nevermind, that's Magsorc. The current overloaded problem class that can survive by spamming one button and do the high end of any other classes point-blank limited burst from range.
They don't even have to announce themselves with curse, but they like to claim that using it is a huge draw back. Really, it is like that. Add up the numbers for force pulse, crystal weapon, and power overload then multiply the number of numbers by 330 (? set). That's how much damage a mag sorc can do almost every second, from downtown, if they want to.
Wanna make it a beeeeeg burst that you can do every other second? Crushing weapon>power overload>frag. That is basically the BFG from quake.
And sure, you can claim that a person focused on you will dodge and block just like how it is for anyone on any other class. The difference is sorc is the one class that absolutely does not have to be standing on top of their enemy to do their damage, and can just spam their damage over and over until they eventually win the stamina game.