MincMincMinc wrote: »Replication wise you would only be able to see yourself as cloaked if the server said you could cloak. These calcs are done on the server first before your client can continue. The only aspects of the game that would be driven clientside are your general locomotion, block, sprint, roll, light and heavy attack(this is why there are desyncs with light>medium attacks because the client says you hit with a light attack, but the server had a 0.001s delay and thought a medium attack happened.
I don't think that's the scenario I mentioned though? Where something has pulled you out of cloak, but your client has not yet been updated to reflect it.MincMincMinc wrote: »If you need help knowing whether you are cloaked, there are plenty of addons to track it.
That thought has occurred to me. That now I will need an add-on to track it. So much for making the skill more accessible.MincMincMinc wrote: »Designing functionality around 1% of pvp gameplay under a maybe scenario on spam players for the rest of the game is not a solid plan.
I'm not sure this will only affect PvP. But apart from that, making button presses idempotent or as close to it as possible would seem to be a very important consideration when latency is involved. So yeah where toggle changes are concerned, the client should be leading and it should communicate "set toggle to 0" or "set toggle to 1". But I'm not sure that is how toggles are implemented in ESO. If they send "set toggle to opposite of current" that's evidently not lag proof.MincMincMinc wrote: »EDIT: Have you logged in pts and tried it yet? Functionally it feels great for weaving and for short stealth stints it saves you from recast overlap/bar swap issues. It is much less tedious/clunky to backbar.
I've only tried it under 'light load' PvE situations, where it may be fractionally easier to handle. For heavy load I'll have to wait until I can try it on the copy of my fully leveled character.
ShadowProc wrote: »Joy_Division wrote: »
@ioResult
I quite literally tested in on PTS before commenting. Perma cloak is 100% possible.
Maybe you should test it before commenting? Or maybe you should increase your game knowledge? Took me 30 seconds to come up with a viable option. And I don't even main a NB.
You know who this change won't affect?
GANKERS
If you knew anything about playing Nightblade in PvP, you'd know that the Nightblades who use cloak the LEAST are gankers, ESPECIALLY ranged gankers.
They'll just sit there as they do today, crouched, using ZERO Cloaks until you come across their path. When you do, they'll group gank you as they do today and then just toggle that cloak on with one button press and get away.
If you think there will be LESS ranged gankers out there because of this change you couldn't be more wrong.
There will be more because its easier to ranged gank with this change - they'll have full Mag pools to just toggle Cloak on with one button press and still run away from you.
It's Nightblades who actually fight you and aren't running around in a Rallying Crutch build who are affected by this change.
So when you get ganked more often as a result of this and the Nightblades who have been fighting you just go back to ranged ganking and then new Nightblades come into Cyrodiil to try the easier ranged ganking meta, don't come on these forums crying because YOU'VE BEEN WARNED. Cyrodiil will be filled with ranged gankblades as a result of this change. Bet on it.
Disagree.
It absolutely will affect gankers.
It is true that gankers do not rely on spamming cloak to execute ganks. I would agree that these changes will not inconvenience their attacks.
And that's fine. While gankers are annoying (and a big reason PvP is pretty brutal to new players), the reality for me (and I would assume most experienced players, certainly those better than me) is that most of the time they fail to get a quick kill. I'm not saying they dont ever get me. Some are quite good and succeed. But it's not like they a boogieman who have me in fear whenever I leave a keep. It's after the failed gank where these changes will very much affect them. They will find it more resource intensive to avoid getting killed by a retaliating player. Which I don;t see as a problem. Ganker has a surprise attack, able to strike first. If they fail, the consequences should be difficult to avoid. It won;t affect gankers offense (which is not being mentioned in all these "NB are dead" threads). They can still do what they do. It's the margin for error is narrowing and consequences for failing is getting higher and that's not a bad thing.
As far as the part about Nightblades that "actually fight," I don;t agree with your categorization. I might not like ganking, but it certainly is a legal form of fighting. They are certainly trying to kill me and certainly fighting me (and the game certainly thinks so as I am kept in combat for 5 minutes afterward).
It must be nice to main a class that does not have to run around relying on a "Rallying Crutch" build. It is true those NBs who don't use a meta build will be affected the most. But, that's ten years of ESO. When a class gets so strong that it can ignore the meta everyone has to run, their abilities have historically gotten nerfed and they have had to adjust. Sorcerers right now are in the same boat. They can ignore some defenses that other classes need because Ward is so strong. Zos is trying to reign that in. We'll see how that unfolds in the next update. I get it. A class defining skill that allowed for unique builds is getting nerfed and people aren;t happy about it. That's an annual occurrence in ESO. nothing new here.
OK, we are warned that more NBs will try to gank us. Like that already is happening all the time. At least now, it will be easier to make them pay if they fail.
Another pointing out with his last sentence this is a nerf for convenience of 1vxers. Great. Let’s care more about making it easier for the tank builds to kill the builds that are sacrificing way more to be able to kill stuff. Cool
I am not sure about that. I think if one person runs detection potions, if an invisible enemy is detected, then it works exactly the same like with every detection skill - stealth/invisibility is disabled and every one can see that player, even if only one player in a group uses detection potions. The only substantial difference is that unlike with detection skills, that have "an eye icon" over players who have those skills up, detection potion don't so there is no "feedback" who has detection potion active.Starting with the tangent that most likely prompted you to talk about this, I've read that detection potions don't cancel Cloak on the PTS. Is this true? In response to other posts, not this one, this is IMO normal and I don't have an issue with it. Detection potions do not uncloak you on live either. Only the player running the potion can see you, not others.
We're on the same side of the debate, but let me stop you right there. You're wrong. I'd be lying if I said I tested this beyond all reasonable doubt, but I play a perma-cloaking NB as you know. Not crouch and not 10x in a row, but cloaking forever. The blue orb above your head means your stealth is disabled. You literally can't cast cloak. Detection potions are much longer range than the skills that do that, but they do not disable your stealth. They're just devastating, because of the range, because you can't tell you're being detected, and because when you're attacked you will be forcefully uncloaked, then. Devastating especially when you get streaked and also stunned, which gives other opponents time to catch up.Tommy_The_Gun wrote: »I am not sure about that. I think if one person runs detection potions, if an invisible enemy is detected, then it works exactly the same like with every detection skill - stealth/invisibility is disabled and every one can see that player, even if only one player in a group uses detection potions.Starting with the tangent that most likely prompted you to talk about this, I've read that detection potions don't cancel Cloak on the PTS. Is this true? In response to other posts, not this one, this is IMO normal and I don't have an issue with it. Detection potions do not uncloak you on live either. Only the player running the potion can see you, not others.
No, they don't. That's a misconception. They make it possible to see the NB, despite the fact that they're cloaking and are invisible to everyone else, including NPCs.. They don't actively cancel or interfere with Cloak at all. They merely render Cloak's effect useless against the (single) player who has quaffed the potion. They also make it possible for that (single) player to hit the NB with single target attacks.As I have mentioned in my "wall of text" post, on live server, Detection potions do cancel out cloak even if it was casted split second ago.
40m is far too long IMO. Why are you even suggesting it when there is already a Cloak change on the table that is arguably an overall nerf?MincMincMinc wrote: »Two paths forward on this topic
- Either they change invis detect pots to uncloak and prevent invis within the area (area size should match other sizes 12-20m)
- Invis pots should only allow the drinker to see stealthed enemies within 40m range. This would not untoggle cloak as the NB does not know who drank what potions. The way the NB would know is when someone is beelining straight for them as if they can see them....
IMO I would prefer the second option so instead of XX number of players seeing me, it is only the one enemy that wasted their pot for it. Could you provide an animation on the detect pot enemy for clarity, I dont see why they cant just copy the magelight animation and make it noticeable.
40m is far too long IMO. Why are you even suggesting it when there is already a Cloak change on the table that is arguably an overall nerf?MincMincMinc wrote: »Two paths forward on this topic
- Either they change invis detect pots to uncloak and prevent invis within the area (area size should match other sizes 12-20m)
- Invis pots should only allow the drinker to see stealthed enemies within 40m range. This would not untoggle cloak as the NB does not know who drank what potions. The way the NB would know is when someone is beelining straight for them as if they can see them....
IMO I would prefer the second option so instead of XX number of players seeing me, it is only the one enemy that wasted their pot for it. Could you provide an animation on the detect pot enemy for clarity, I dont see why they cant just copy the magelight animation and make it noticeable.
The sizes of the detection skills are 8m-12m, by the way, with Radiant Magelight being the 12m one.
As regards the eye, as a heavily cloaking NB myself, I can understand where you're coming from, but I think the eye currently has a specific function. It tells you: Don't go near or you will be actively uncloaked and prevented from cloaking, e.g. not like what a potion does. Same when you see that light on NPCs, such as in IC.
Detection potions honestly work both ways for me, I'll be open about that. They are, by far, the best way to go after (another) nightblade and actually kill them, short of the Sentry set. They work precisely because they are so nasty, but you do get a feel for when someone uses them against you too. I basically see this as just L2P for the NB. Not everything needs to be standardised and work the same way. From a historical perspective, those potions used to last longer, by the way. They've also already had a balance pass on them, albeit long ago.
The biggest issue imho is not the range, but total lack of feedback. Detection potions could be converted to work in a way like Piercing Mark (only the user of the potion can see invisible players), but also every one who is invisible/stealth and within the potion range and is detected by some one, should at least get some "feedback" that "some one knows about your presence", but it would still be impossible to know who. That way, I can understand if cloak would still be active & you will be invisible for everybody else. But again - some form of "feedback" that some one is using detection potion near you would be nice.MincMincMinc wrote: »Yeah the 40m could be toned down considering that covers basically entire keeps. The way it should be standardized is to take your standard gap closer range + a few meters.
the ~20m was in regards to flare's range (28m+10m) just from the nature of how ground casting actually functions, those really far ranges are highly innacurate or dont cast.
Not the eye, but your ability bar has a border animation around it showing that cloak is active. I can get a pic of it later tonight if you cant get on pts
Tommy_The_Gun wrote: »@fred4
Also one thing. With "cast-able" cloak, you have full controll over invisiblity. If you have been detected & you cast cloak hoping that it will work - then you just waste your magicka and it is pretty much your fault.
With "toggle-able" cloak you actuall have less controll over it and in an event of a detection, it is extremely clunky & it is more or less pure luck if you can manually "turn cloak off" before it automatically drains your mag to 0 (especially if you have cloak on other bar).
In my "way too long" post I tired to explained that everything that interacts with stealth, was always "tuned" to work on "cast-able" cloak. With togge-able one, it just becomes way too messy. Detection potion imho should simply toggle cloak off, that is it. It would just feel overall better.
I'm afraid this is wrong. Casting a detection skill will uncloak you like most skills do. However you may then recloak while that skill keeps ticking for 5 or 7 seconds. If an opposing player does this and they subsequently run past you, they will uncloak you, but you didn't see them coming. Them detecting you will probably knock them out of cloak as well, I'm not too sure on that nuance, but basically they'll get the jump on you.Tommy_The_Gun wrote: »You can not have detection skill active & remain hidden yourself.
Sorry, wrong on many levels. If the blue orb appears, you were detected by a detection skill. That skill and only such a skill, not a detection potion, caused the blue orb to appear. The orb is an indication that you are subsequently prevented from recloaking for 4 seconds, e.g. while the orb lasts.If I am detected by "nothing" (I am invisible or in crouch stealth & all of the sudden blue orb appears above & forces de-cloak/un-stelath), but there is no player to be found, then I was detected by detection potion user who is either in stealth (you can use detection potion, but remain hidden yourself) or they are far away, but within like 40 meters.
They do not.Hence, why I do think that those 2 work pretty much the same
That appears to go for both live and PTS, though, as long as everything that currently knocks you out of cloak, including combat, still knocks you out of cloak. Heck, as long as certain skills, such as the self-heal, still knock you out of cloak, that saves you having to actually cancel cloak, because most other skills will do it for you. If it works that way.Also one thing. With "cast-able" cloak, you have full controll over invisiblity. If you have been detected & you cast cloak hoping that it will work - then you just waste your magicka and it is pretty much your fault.
I would have a problem with that too, but I have not been on the PTS. Other people in this thread are saying they have been and this is not the way it works.With "toggle-able" cloak you actuall have less controll over it and in an event of a detection, it is extremely clunky & it is more or less pure luck if you can manually "turn cloak off" before it automatically drains your mag to 0 (especially if you have cloak on other bar).
I get that point in principle. As a dev, you have to be careful. However I couldn't think of any actual ways the historical tuning of Cloak would matter much in this case, just so long as lots of things still knock you out of cloak.In my "way too long" post I tired to explained that everything that interacts with stealth, was always "tuned" to work on "cast-able" cloak.
But it is precisely the detection potions (and Sentry) that are the execeptions. This is not new. You can very easily burn your magicka due to inexperience on live, when playing against a potion user. Just so long as a heal or facing them in combat automatically turns cloak and it's magicka drain off, I really see no major difference to live. The proof of the pudding will be going on the PTS.Detection potion imho should simply toggle cloak off, that is it. It would just feel overall better.
Shadowasrial wrote: »This is possibly the worst change for Nb ever. Everyone wants to dump on nd cloak as saying it’s overpowered but fail to realize that nb kit has never had super strong heals that were meant for sustained fights. (Yes you have other skill lines but they require you to use weapons that conflict with the weapons primarily used for damage thus nerfing your dps output.) but I’m talking strictly the nb skill lines. We have no real good heal. So cloak was a way to give our healing a chance to tick, as well as escape and redirect the fight by either reengaging or disengaging depending on whether we could take on said opponent. On top of that our primary damage dealing ultimate is trash compared to every other classes primary damage dealing ultimate. (Easily missed, easily blocked, minimal range, and no real ability to apply pressure to the target when cast. So many of the other classes ultimates are undodgable, unblockable, have a serious damage over time in addition to the hard hitting initial damage (the pressure I was speaking of) and still buff the player or greatly debuff the target. Look at dragon leap. Does a ton of damage, has huge range, flings you into the air is undodgable applies a stun after the fact your knocked back as well. Or they get a damage shield for the other morph.
So now you want to turn our only way to effectively line up an effective burst combo with our ultimate into a toggle ability. Which will more than likely still be negated by casting other skills and broken by others damage. On top of that our magic recovery is disabled.
Thanks I just might quit eso now if this goes live. I only play nb and have for 10 years. And I can tell you this will gut nb and kill any chance for a stealthy strike from shadows form of gameplay in PvP
colossalvoids wrote: »So people wanted cloak gone finally got it, but we're still having cast times, longer ability travel times and overall nerfed kit to accompany it. I'm kinda happy to know the last class with some little identity left is finally "updated" to their modern standards in full, so can quit crutching on a thought that it would be my main gama one day again lol.
Shadow Barrier procs from every cast of any shadow ability, and is not "up" for the how long cloak will be toggled on. This passive has its own duration. After Veiled Strike was moved to Assassination, NBs tend to have significantly lower uptime on resolve, with only exception being PvE DPS (especially mag DPS) as they use Twisting Path in their rotation. Cloak becoming a toggle will also lower major resolve uptime even more, as NB won't be casting cloak every 3 seconds, so that Shadow Barrier won't be proced.colossalvoids wrote: »So people wanted cloak gone finally got it, but we're still having cast times, longer ability travel times and overall nerfed kit to accompany it. I'm kinda happy to know the last class with some little identity left is finally "updated" to their modern standards in full, so can quit crutching on a thought that it would be my main gama one day again lol.
Now imagine if every class had their major resolve on a toggle lol that's basically what's just been done to nightblade. Especially if you're a one bar bill.
Tommy_The_Gun wrote: »
It takes 7 Nbs to take down 1 sorc on average ? Is this how we should read that O.o XDStaticWave wrote: »
If you're in this thread, just letting you know 7v1ing me doesn't make you a good NB lol
[Edited to remove image for Naming]
StaticWave wrote: »
If you're in this thread, just letting you know 7v1ing me doesn't make you a good NB lol
[Edited to remove image for Naming]
Tommy_The_Gun wrote: »It takes 7 Nbs to take down 1 sorc on average ? Is this how we should read that O.o XDStaticWave wrote: »
If you're in this thread, just letting you know 7v1ing me doesn't make you a good NB lol
[Edited to remove image for Naming]
Edit:
Also, funny how Tarnished is doing like 22% of dmg.... XD Clearly Nb's cloak is the issue lol
StaticWave wrote: »StaticWave wrote: »
If you're in this thread, just letting you know 7v1ing me doesn't make you a good NB lol
[Edited to remove image for Naming]
It’s the community that is scaring away players from PvP, not cloak. Case in point, this post.This is precisely the reason why my forum username and my in-game name are different.StaticWave wrote: »
If you're in this thread, just letting you know 7v1ing me doesn't make you a good NB lol
[Edited to remove image for Naming]
Ditto.
Tommy_The_Gun wrote: »It takes 7 Nbs to take down 1 sorc on average ? Is this how we should read that O.o XDStaticWave wrote: »
If you're in this thread, just letting you know 7v1ing me doesn't make you a good NB lol
[Edited to remove image for Naming]
Edit:
Also, funny how Tarnished is doing like 22% of dmg.... XD Clearly Nb's cloak is the issue lol
And yes, people should be able to express their opinion in eso forum without being targeted in game for having different opinions. That is the sad part, but the rest is funny XD
StaticWave wrote: »NB is the single most annoying and obnoxious class in the game. I can’t count how many times a NB in full dmg gear hits me with Snipe and 3 procs from max range, only to immediately run away in Cloak when I chase after him. Detect potions can’t do much either if you are getting hit from multiple directions by multiple proc NBs.
Cloak needed this nerf. It was long overdue. Now NBs who crutched on Cloak will actually need to adapt and improve instead of relying on this single skill as their defense.
deadpool3431 wrote: »StaticWave wrote: »NB is the single most annoying and obnoxious class in the game. I can’t count how many times a NB in full dmg gear hits me with Snipe and 3 procs from max range, only to immediately run away in Cloak when I chase after him. Detect potions can’t do much either if you are getting hit from multiple directions by multiple proc NBs.
Cloak needed this nerf. It was long overdue. Now NBs who crutched on Cloak will actually need to adapt and improve instead of relying on this single skill as their defense.
Its the only defense nightblade has that doesn't require running armor cap or losing damage. Sorcs are the most obnoxious class in the game by far. They play on easy mode now and still whine about nightblades. from what I understand it took a zerg to kill you earlier. How is that not completely broken? It wasn't skill. It doesn't take skill to run circles around a tree spamming a heal/shield while everyone else's skills don't hit you. You dislike nightblades because the experienced ones know when to hit you. That's why you see it in your recap so often. You actively choose not to use the tools the game gives you to counter stealth because if you did you wouldn't be able to use your own broken class mechanics. Instead you come here to complain. Idgaf if this gets me banned from the forums btw so go ahead and report it. I'm done with this game after U44.
deadpool3431 wrote: »StaticWave wrote: »NB is the single most annoying and obnoxious class in the game. I can’t count how many times a NB in full dmg gear hits me with Snipe and 3 procs from max range, only to immediately run away in Cloak when I chase after him. Detect potions can’t do much either if you are getting hit from multiple directions by multiple proc NBs.
Cloak needed this nerf. It was long overdue. Now NBs who crutched on Cloak will actually need to adapt and improve instead of relying on this single skill as their defense.
from what I understand it took a zerg to kill you earlier. How is that not completely broken?
CameraBeardThePirate wrote: »deadpool3431 wrote: »StaticWave wrote: »NB is the single most annoying and obnoxious class in the game. I can’t count how many times a NB in full dmg gear hits me with Snipe and 3 procs from max range, only to immediately run away in Cloak when I chase after him. Detect potions can’t do much either if you are getting hit from multiple directions by multiple proc NBs.
Cloak needed this nerf. It was long overdue. Now NBs who crutched on Cloak will actually need to adapt and improve instead of relying on this single skill as their defense.
Its the only defense nightblade has that doesn't require running armor cap or losing damage. Sorcs are the most obnoxious class in the game by far. They play on easy mode now and still whine about nightblades. from what I understand it took a zerg to kill you earlier. How is that not completely broken? It wasn't skill. It doesn't take skill to run circles around a tree spamming a heal/shield while everyone else's skills don't hit you. You dislike nightblades because the experienced ones know when to hit you. That's why you see it in your recap so often. You actively choose not to use the tools the game gives you to counter stealth because if you did you wouldn't be able to use your own broken class mechanics. Instead you come here to complain. Idgaf if this gets me banned from the forums btw so go ahead and report it. I'm done with this game after U44.
Only defense Nightblade has? Yes let's completely ignore the fact that they have one of the best burst heals in the game, one of the best HoTs in the game, a skill that gives cheap dodge rolls, both Major and Minor Expedition, and both Major and Minor Cowardice (one of which is sourced by the second best stun in the game). None of those require running armor cap or losing damage. In fact, their heals get better the more damage they have, unlike classes such as Warden or Arcanist.
Tommy_The_Gun wrote: »[snip]
Tommy_The_Gun wrote: »
[snip]
deadpool3431 wrote: »StaticWave wrote: »NB is the single most annoying and obnoxious class in the game. I can’t count how many times a NB in full dmg gear hits me with Snipe and 3 procs from max range, only to immediately run away in Cloak when I chase after him. Detect potions can’t do much either if you are getting hit from multiple directions by multiple proc NBs.
Cloak needed this nerf. It was long overdue. Now NBs who crutched on Cloak will actually need to adapt and improve instead of relying on this single skill as their defense.
Its the only defense nightblade has that doesn't require running armor cap or losing damage. Sorcs are the most obnoxious class in the game by far. They play on easy mode now and still whine about nightblades. from what I understand it took a zerg to kill you earlier. How is that not completely broken? It wasn't skill. It doesn't take skill to run circles around a tree spamming a heal/shield while everyone else's skills don't hit you. You dislike nightblades because the experienced ones know when to hit you. That's why you see it in your recap so often. You actively choose not to use the tools the game gives you to counter stealth because if you did you wouldn't be able to use your own broken class mechanics. Instead you come here to complain. Idgaf if this gets me banned from the forums btw so go ahead and report it. I'm done with this game after U44.
necro_the_crafter wrote: »6. Power extraction isnt a PvE morph, its single sourse in the entire game of minor courage put on skill while all others are 5pc sets.
I did played NB today actually... But what I have not done is I have not drink my morning coffee...Turtle_Bot wrote: »I have to ask, but have you played NB at all in the past 3 years?
Galeriano2 wrote: »necro_the_crafter wrote: »6. Power extraction isnt a PvE morph, its single sourse in the entire game of minor courage put on skill while all others are 5pc sets.
Just a small correction here. Minor courage is also sourced from arcanist's domain, werewolf's pack leader morph and recently from certain scribing abilities.