
Based on the bolding it seems like this is another NB nerf that they will just say "oh that is always how it was intended to work. Anyone getting daja vu .. leeching strikes. The big NB fix was .. oh it was always supposed to be broken we just fixed to tooltip.
lordrichter wrote: »This is what was originally posted. I still have this window open from when I first opened it:Concealed Weapon (Veiled Strike morph): Your stealthed movement speed bonus is no longer removed if another player character casts Shadow Cloak while stealthed.
Shadow Cloak: Fixed an issue where this ability was removed when an enemy’s projectile missed you.
This is what it current says when I open a new window for this thread:
Concealed Weapon (Veiled Strike morph): Your stealthed movement speed bonus is no longer removed if another player character casts Shadow Cloak while stealthed.
Shadow Cloak: Fixed an issue where this ability was removed when an enemy’s projectile missed you.
Any definition of cloak outside of a basic vanish will just be ZoS backpedaling.
AlienDiplomat wrote: »ZOS_GinaBruno wrote: »Combat & Gameplay
- All projectiles are breaking Nightblades out of stealth, even if they miss.
- STATUS: Working on a fix.
@ZOS_GinaBruno
As I attempted to point out in this thread, it is NOT only projectiles. Any ability with a cast time, or a quick series of hits, will cause the same problem.
For example, you can test this on mudcrabs. They do a very fast 2-hit melee attack. If you cloak after the first hit, the 2nd hit will break you out of stealth.
Also happens with Nightblade's Teleport Strike, 2H Wrecking Blow, etc.
smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
ZOS_GinaBruno wrote: »Which monsters are you fighting to test this, @Lionxoft?ZOS_GinaBruno wrote: »Everyone, to be clear, the only edits we've made to the patch notes today is to add in the German and French links to their respective patch notes. We have not edited the content in any way.
We just tested the fix to Shadow Cloak and it appears to be working properly. There was an issue where projectiles that missed you were breaking you out of stealth, but this is no longer happening.
It is still happening. I've been testing it all morning since the server has been up.
ferzalrwb17_ESO wrote: »Using cloak instead of dodge used to be a valid tactic for a stamina NB. Using that magicka pool to advantage. So that's definitely how it's always worked. Until now. They have NO CLUE what they are doing. It's absurd.
Everything with cloak and stealth is absolutely busted right now. Utterly broken in almost every way. I've put my NB to sleep because I honestly think they've busted it for good this time and will never fix it. My Templar with the massive resto buff is having a ball. I advise making a NB tank or rolling another class. You'll save yourself headaches.
khele23eb17_ESO wrote: »smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
And what other mitigation ability do NBs have?
khele23eb17_ESO wrote: »smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
And what other mitigation ability do NBs have?
1. Who says they have to have one?
2. Blur.
3. Pick weapon mitigation skill of choice.
khele23eb17_ESO wrote: »smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
And what other mitigation ability do NBs have?
1. Who says they have to have one?
2. Blur.
3. Pick weapon mitigation skill of choice.
khele23eb17_ESO wrote: »khele23eb17_ESO wrote: »smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
And what other mitigation ability do NBs have?
1. Who says they have to have one?
2. Blur.
3. Pick weapon mitigation skill of choice.
Thats just laughable. Do other classes need to 'pick a weapon mitigation skill of choice'? No, they have far superior skills than '15% chance to dodge' in their class lines.
khele23eb17_ESO wrote: »khele23eb17_ESO wrote: »smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
And what other mitigation ability do NBs have?
1. Who says they have to have one?
2. Blur.
3. Pick weapon mitigation skill of choice.
Thats just laughable. Do other classes need to 'pick a weapon mitigation skill of choice'? No, they have far superior skills than '15% chance to dodge' in their class lines.
Medium armor active ability grants 15%+ dodge rating + 1% for each piece of medium armor equipped.
khele23eb17_ESO wrote: »khele23eb17_ESO wrote: »smeeprocketnub19_ESO wrote: »So are they saying that cloak shouldn't break the projectiles path and you should be stuck getting hit with anything coming at you mid-cast anyway? assuming it doesn't miss on some other level, of course.
I'd be inclined to argue that's how it *should* work. Though apparently there is disagreement.
I think the first question, is what *is* invis supposed to do. A lot of people are saying "Here's how it used to work, let's make it like that", which could easily have not been how it's intended to work.
Personally, I'd be inclined to argue:
1. When you stealth/invis, all "cast time" abilities targetting you are interrupted.
2. Any already en route abilities, whether charges or projectiles, (or heck, melee swings) hit you as normal. You're "still there", you just aren't visible. So where you go *next* is unknown.
3. Damage of any sort doesn't break invis. (possibly not even stealth?) This includes the aforementioned en route abilities, but also includes damage of the AoE variety. (possibly some particular morphs or specially indicated abilities are exceptions?) Definitely includes all DoT's. Non-targetted healing also shouldn't break it (i.e. spells that affect "allies in an area" wouldn't break it, heals that affect an ally, or 2 allies, etc. would)
4. I have no problem with 360° blocking. This is an RPG, combat is an abstract. However, you should NOT be able to block attacks from stealth/invis. At all. Regardless of the direction the attacks come from. Similarly, it shouldn't actually matter from which direction the stealth attack is launched. Back/Front, shouldn't matter. If you're stealthed/invis and undetected, it should get full benefit regardless.
I don't particularly agree that invis should be/needs to be a form of mitigation. It should be a component to a powerful 1-2 attack. It should be a DPS ability, not a mitigation ability.
(And P.S. I do have a stealth based rogue character (who happens to be a NightBlade))
And what other mitigation ability do NBs have?
1. Who says they have to have one?
2. Blur.
3. Pick weapon mitigation skill of choice.
Thats just laughable. Do other classes need to 'pick a weapon mitigation skill of choice'? No, they have far superior skills than '15% chance to dodge' in their class lines.
Medium armor active ability grants 15%+ dodge rating + 1% for each piece of medium armor equipped.