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Sneak Attack – Short Synopsis & Proposed Changes

  • Tapio75
    Tapio75
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    PVE needs to be considered much more when making these changes. PVP changes o0ften hurt PVE the most and most of playerbase are PVE players.

    Sadly as seen here, PVP players are loud lot.
    >>PC-EU Mostly PVE. Played since BETA<<
  • c0rp
    c0rp
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    I find it comical that these glass cannon gankers who make builds that cannot do anything but gank unsuspecting people (because if they are targetted they die), are threatening to quit the game because they will ONLY be able to do ~2k damage TOTAL out of stealth now, instead of spamming 3 attacks and killing someone before the horse falls. My stam NB wont have any issues killing people post 1.5. Im just sitting back enjoying the show haha!
    Edited by c0rp on October 25, 2014 1:19PM
    Force weapon swap to have priority over EVERYTHING. Close enough.
    Make stamina builds even with magicka builds.
    Disable abilities while holding block.
    Give us a REASON to do dungeons more than once.
    Remove PVP AoE CAP. It is ruining Cyrodiil.
    Fix/Remove Forward Camps. They are ruining Cyrodiil.
    Impenetrability needs to REDUCE CRIT DAMAGE. Not negate entire builds.
    Werewolf is not equal to Vamps/Bats.
  • Varicite
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    Tapio75 wrote: »
    If i read this correctly, my PVE gameplay is suffering from PVP demands.

    I got tired of this in other game and quit, while i love ESO and velieve in ZOS foing nice additions to game in the future they will all be canceled out if my characters start to suffer because PVP gameplay :(

    You didn't read this correctly, then.

    This is a PvP-only change. Sneak attack damage remains the same in PvE.

    This change is against players only.

    PS) Most of the changes people are complaining about (1 second snipes, arcane fighter passive changed, etc) are PvE changes.

    That's right, it's your PvE that is effecting PvP, not the other way around.
  • Varicite
    Varicite
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    Tapio75 wrote: »
    PVE needs to be considered much more when making these changes. PVP changes o0ften hurt PVE the most and most of playerbase are PVE players.

    Sadly as seen here, PVP players are loud lot.

    Stop saying this. Read the notes. Quit making wrong assumptions and then getting all upset about it.

    If the forums are any indicator, it's the people who won't bother to do any research that are generally the loudest lot.
  • shadowmilb14_ESO
    I don't understand why they are so quick to nerf bow/sneak, but ignore burst damage abilities like crystal shards that do just as much crit damage, but out of stealth.

    EDIT: Actually looking at based damages, max rank of crystal shard morphs have a based damage of 37 damage. While max rank of snipe morph has a based damage of 29.

    So Crystal Shards is, in theory able to do 27% more damage then snipe is able to. So snipe is too powerful because it has a 1-time opener from stealth that ALREADY does less damage then crystal shards.
  • Vizier
    Vizier
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    For the people posting on the official forum thread.

    The thread is not about:

    Nightblades.
    Whether Stealth Damage was, or wasn’t “OP” before patch.

    Crystal Shards/Whatever other skill damage.

    What the thread is about:
    Assassin/Rogue style character gameplay (as described on the article).
    The implications the Stealth Damage change will have on this style of playing.

    Compromises & Solutions that would make the popular playstyle work & possibly even feel better after the patch, while getting rid of the sneak damage complaints.

    If you want to complain about things that the thread does not focus on, please write your own article/thread about them.


    Sincerely,
    Decimus

    Link- http://tamrielfoundry.com/topic/sneak-attack-short-synopsis-proposed-changes/

    Honestly OP. If you think your going to control the conversation and resist criticism or the introduction of questions related to your topic you have another thing coming. Your topic has implications far outside of "Rogue" style play and needs be considered alongside the rest of the discussion. You simply can't expect everything else related will be ignored and to do such bias's the subject matter too much IMO. As much as I want to see improvements in Rogue style play too I can't let such a blatant attempt at restricting the conversation go unchallenged..."your" thread or not. Consider "rogue" play how it fits in with the rest or not at all. Anything else is just more blah blah bull crap.
  • Varicite
    Varicite
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    There needs to be a way to drop combat for rogue style play to actually be viable outside of just 1 opener.

    NBs would be easy, just let Cloak drop combat.

    Other classes, I'm not so sure. I'm definitely not one of the people who believes that only NBs should have access to rogue-style gameplay, though, so this would have to be solved in some manner.
  • Spangla
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    This is ridiculous - 2nd NB nerf in consecutive patches, first the resto staff change now this. Un-acceptable zenimax wth are you thinking?

    RENAME AMBUSH TICKLE! This change is pathetic.
  • CapuchinSeven
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    Tapio75 wrote: »
    PVE needs to be considered much more when making these changes. PVP changes o0ften hurt PVE the most and most of playerbase are PVE players.

    Sadly as seen here, PVP players are loud lot.

    YAWN.

    Please come back to the thread when PVEers aren't kicking people from groups for not running the FotM build and trivialising PVE content with overpowered skills.
  • Varicite
    Varicite
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    Tapio75 wrote: »
    PVE needs to be considered much more when making these changes. PVP changes o0ften hurt PVE the most and most of playerbase are PVE players.

    Sadly as seen here, PVP players are loud lot.

    YAWN.

    Please come back to the thread when PVEers aren't kicking people from groups for not running the FotM build and trivialising PVE content with overpowered skills.

    Thread doesn't even have anything to do w/ PvE...

    This is a 100% PvP-related "issue".

    I put that in quotes because I don't see the stealth nerf to be that great an issue; it hits everyone equally, and I feel the TTK is already too low for certain stealth-focused builds. Yes, that's just, like, my opinion, man. : P

    However, if the aim is to try to flesh out the sneak-sneak-stab playstyle into something a bit more robust / engaging, then I am all for that.

    See, I don't feel that you need to be able to kill somebody before they react to be able to call yourself a "rogue archetype". If you can use stealth, evasion, and CC to be slippery enough to dominate opponents, that also qualifies as fairly rogue-y to me.

    Currently, one can try to use shadows to their advantage, but outside of Shadow Cloak and its morphs, once the fight starts you're pretty much no longer a rogue.

    Here are some of the issues that I see currently w/ the viability of this type of playstyle, at least as it pertains to NBs:

    1) No way to drop combat. Mentioned this before, but no class can drop combat reliably to take advantage of stealth bonuses. Once you use your opener, you're no longer rogue-y. You're just a guy w/ swords or a bow until combat ends. Then you can be a rogue again for 1 hit in the next engagement.

    2) Related to #1, I believe the Master Assassin passive could stand to be bumped up slightly to maybe 20% damage increase, which would make dropping into Shadow Cloak at least somewhat more meaningful to your next opener.

    W/ the ~20% nerf to sneak bonus damage itself, this would basically translate to a slightly weaker hit from true stealth than live, but slightly harder hits from Invisible during combat.

    3) The vast majority of players who want to play NB assassins tend to pick the most archetypal weapons: DW, Bow, sometimes a 2hander. They also tend to use medium armor, the most beneficial to the stealth playstyle.

    However, this means that most of your "rogue-y" abilities (shadow cloak, concealed weapon, ambush, blur, etc) will see extremely limited use in actual combat. The damaging abilities won't hit very hard w/ a stamina focus, and the utility abilities often won't be able to be used when you actually need them due to a lack of magicka.

    4) Probably unnecessary, but I figured I'd toss in the obligatory "Cloak still doesn't work a huge amount of the time", meaning that you often use it and mobs completely ignore that you used it (normal trash mobs, even). Or you can still be charged and still be pulled out of cloak, the same way that projectiles used to still hit you.

    There are other NB-specific issues, of course, such as attacks playing animation and taking magicka, but not actually doing anything or getting stuck in silly animations (Impale, I'm looking at you), but they don't really hamper the rogue playstyle specifically.

    - sorry for the small novel. Been meaning to add my thoughts to this thread for a while.
    Edited by Varicite on October 26, 2014 2:05PM
  • GwaynLoki
    GwaynLoki
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    Varicite wrote: »

    However, if the aim is to try to flesh out the sneak-sneak-stab playstyle into something a bit more robust / engaging, then I am all for that. [...]

    See, I don't feel that you need to be able to kill somebody before they react to be able to call yourself a "rogue archetype". If you can use stealth, evasion, and CC to be slippery enough to dominate opponents, that also qualifies as fairly rogue-y to me.

    That's actually what I have been thinking about lots of the more recent games. People have played to many single player assassin-style games and expect to be able to do this in MMOs as well. Quickly killing unsuspecting opponents may be amusing in single player games but it's hardly fun in PvP, especially for the other player.
    With the current state of bow, stealth and NB damage, we got an extremely boring and limited meta where the main argument of people is they should get easy kills because they chose to spec and build for them - while being able to put the whole "work for survival and/or kill"-requirement on the ambushed person. It's not a specific to the NB class, other classes have this as well. But saying that those builds need to be kept alive because people enjoy killing their enemies with little to no effort...well... I think higher TTK would greatly benefit this game, especially when it comes at the "cost" of scaring away all people who enjoy grabbing those kind of easy kills. Attacking someone from stealth should grant you an advantage in an ensuing fight, not win the whole fight.

    I know there are people who think different, but for me the purpose of PvP is actually fighting against players, (almost) instagibbing is for FPS games like PS2, where sniping takes some actual skill.

    An interesting and fun way to play rogues class would be one that is slippery, evasive, providing you with means to play with your opponent: Control and repositioning. The potential is already there: Fear and Shadow Image (buggy), with Cloak being a boon in 1 on 1s but still more of a bane in bigger fights.
    Edited by GwaynLoki on October 27, 2014 12:01PM
  • Varicite
    Varicite
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    GwaynLoki wrote: »
    Attacking someone from stealth should grant you an advantage in an ensuing fight, not win the whole fight.

    Very well said. : )
  • Spangla
    Spangla
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    Not well said - If you are purely geared and specc'd to kill from stealth and you cant there is a problem.
  • Varicite
    Varicite
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    Spangla wrote: »
    Not well said - If you are purely geared and specc'd to kill from stealth and you cant there is a problem.

    At no point should a player be able to kill another geared player in under 2 seconds w/out them even having a chance to react.

    That is a balance issue.

    There's pretty much nothing anyone can say that will make this seem "fair". Those who keep saying it is just seem extremely self-serving to me.
  • GwaynLoki
    GwaynLoki
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    Varicite wrote: »
    Spangla wrote: »
    Not well said - If you are purely geared and specc'd to kill from stealth and you cant there is a problem.

    At no point should a player be able to kill another geared player in under 2 seconds w/out them even having a chance to react.

    That is a balance issue.

    There's pretty much nothing anyone can say that will make this seem "fair". Those who keep saying it is just seem extremely self-serving to me.

    Basically removing the v-factor from PvP for the sake of giving people who are unwilling to deal with enemy resistance a way to participate. Something I absolutely can't support. If people don't want to deal with/fight other players, PvP is the wrong gaming-format for them.
    Edited by GwaynLoki on October 29, 2014 5:01PM
  • Joy_Division
    Joy_Division
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    "It can be argued whether this stealth even gives you a real advantage." - LOL seriously? Is this a joke? You don't need to attend West Point for 4 years to appreciate the power or remaining unseen to the enemy. It is fraught with obvious balance issues that Gary Gygax clearly laid out in the godfather of RPGs, Advanced Dungeons and Dragons.

    You also complain about shorter cast times, think the standard for crystal shard damage is 1.8k (!) (somehow the 359 in the same pic the poster linked doesn't count), and think crowd control is unreliable.

    How is anyone supposed to take the OP seriously?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
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