AssaultLemming wrote: »9.I think cloak might need a penalty like streak does. IC is NB heaven. putting a +50% cost for consecutive uses within 4 secs might do the trick. Its pretty op as it is. NB's can just sprint through mobs easily and focus the aggro on you.
You need to separate the magicka NB with the stamina NB. With roll dodge already being nerfed to the extreme a move like this would be the death of Stamina NB in pvp and maybe even kill off most magicka NB's.
It already doesnt work all the time as it is. Add that cost and you may as well remove the skill from the game. It doesn't stun or do dmg like bolt escape so dont even compare it to that.
Stam NB's took plenty of hits this round so please consider all the issues before asking for something like this.
Yah, as a stam nb currently I can only cloak 4 times, less if I want to also cast anything else such as double take. Magicka nb do feel ridiculously op with their ability to infinite cloak though. If it stays like this it's hard to see why I would stay stam, cloak and concealed weapon are all you need to stealth kill to victory...
AssaultLemming wrote: »9.I think cloak might need a penalty like streak does. IC is NB heaven. putting a +50% cost for consecutive uses within 4 secs might do the trick. Its pretty op as it is. NB's can just sprint through mobs easily and focus the aggro on you.
You need to separate the magicka NB with the stamina NB. With roll dodge already being nerfed to the extreme a move like this would be the death of Stamina NB in pvp and maybe even kill off most magicka NB's.
It already doesnt work all the time as it is. Add that cost and you may as well remove the skill from the game. It doesn't stun or do dmg like bolt escape so dont even compare it to that.
Stam NB's took plenty of hits this round so please consider all the issues before asking for something like this.
Yah, as a stam nb currently I can only cloak 4 times, less if I want to also cast anything else such as double take. Magicka nb do feel ridiculously op with their ability to infinite cloak though. If it stays like this it's hard to see why I would stay stam, cloak and concealed weapon are all you need to stealth kill to victory...
I can cloak 8-9 times in a row with my veteran SEVEN stamblade nightblade, in combat, with a single magicka regen bonus. Please stop providing misinformation for your own profit.


5. I love the no stamina regen while blocking. Its fantastic to not see dk or nb tanks just running around nuking everyone and everything while infinitely blocking. This game is just too easy as it is so having to pve tank with these changes should add some spice.
mike.gaziotisb16_ESO wrote: »Guys, regarding armor penetration:
Stop saying that they need to make it a % instead of a flat value. It already is a %
- The Piercing passive from Ritual Champion tree maxes at 25%
- 2 Maces should provide 10% + 10% = 20% from Twin Blade and Blunt. Same as 1 Maul based on Heavy weapons passive. 20%
- If sharpened and legendary they should also penetrate another 14%
Maximum penetration (with armor debuff skills) is 59%. That is a per cent.
However something goes horribly wrong when Twin Blade and Blunt or Heavy Weapons passives stack with Sharpened. The penetration ends up above 100%. Because if it didn't you wouldn't hit 28k Armor targets as if they wore nothing, they would still have 11k left at worst case and mitigate around ~17% of the damage.
Sharpened Axes don't penetrate all armor. Non-trait maces don't penetrate all armor. Sharpened maces do. So to me it seems obvious it has to do with how the two passives stack.
mike.gaziotisb16_ESO wrote: »Guys, regarding armor penetration:
Stop saying that they need to make it a % instead of a flat value. It already is a %
- The Piercing passive from Ritual Champion tree maxes at 25%
- 2 Maces should provide 10% + 10% = 20% from Twin Blade and Blunt. Same as 1 Maul based on Heavy weapons passive. 20%
- If sharpened and legendary they should also penetrate another 14%
Maximum penetration (with armor debuff skills) is 59%. That is a per cent.
However something goes horribly wrong when Twin Blade and Blunt or Heavy Weapons passives stack with Sharpened. The penetration ends up above 100%. Because if it didn't you wouldn't hit 28k Armor targets as if they wore nothing, they would still have 11k left at worst case and mitigate around ~17% of the damage.
Sharpened Axes don't penetrate all armor. Non-trait maces don't penetrate all armor. Sharpened maces do. So to me it seems obvious it has to do with how the two passives stack.
Again with the "counter" thing? Ok, if you think everything needs a counter, provide some balance, then. How is it possible that stacking 7 reinforced heavy armor parts is completely countered by a simple trait on 2 weapons? A trait which is useful not only on heavy armor, but on everything else, also mobs and bosses? And it's still 7 pieces vs 2. Come on, be serious.
Because the implementation of said counter is not correct. As I've stated above (I have to repeat myself quite frequently on these forums due to incompetence, it seems), the system should be based on a percentage value, not flat value.How is it possible that stacking 7 reinforced heavy armor parts is completely countered by a simple trait on 2 weapons?
2 traits shouldn't shred every part of a 7 piece armor set (again, percentage based values are needed), but you're being incredibly obtuse if you think nothing should counter you by stacking 7 pieces of reinforced armor. Even if the values were percentage based, you'd still be whining that armor isn't a catch-all-to-win stat. The day tanks can stack armor/spell resist and nothing else and never die is the day ESO dies. The best genre of games to look to for these combat mechanics, surprisingly, are MOBAs, as every part of a MOBA revolves around combat balancing these 3 fundamental traits: health, damage, and mitigation.
EDIT: Again, I'm not saying the implementation is correct, but these are all equivalent, at least in theory.
1. "How is it possible that stacking armor is completely countered by people stacking armor penetration?"
2. "How is it possible that stacking armor penetration is completely countered by people stacking health?"
3. "How is it possible that stacking health is completely countered by people stacking damage?"
4. "How is it possible that stacking damage is completely countered by people stacking armor?"
There should always be a counter. I'm not saying ZOS has implemented any of these stats perfectly (I think they're all relatively in an OK position), but this is the principle that should be followed.
You have completely missed a very fundamental point on heavy armor. The entire purpose to wearing heavy armor in eso is to MITIGATE PHYSICAL DAMAGE. By wearing nothing but heavy armor you are sacrificing other stats that light armor and med armor give IN ORDER TO TAKE LESS PHYSICAL DAMAGE. THATS THE COUNTER TO IT. YOU DO LESS DAMAGE, AND HAVE LESS REGEN. look at the passives you get for equipping heavy. Having an ability to completely reduce armor to 0 when the whole point of the design is to give you some protection at the expense of other stats is not balanced.
timidobserver wrote: »Not to stir the pot here, but the entire historical purpose of hammers/maces/mauls is to defeat heavy armor.
The amount of penetration might be a bit high, but that's what it was designed to do and it was extremely effective at it.
I guess that historically getting electrocuted by high voltage electricity is a one shot resulting in instant death other loss or consciousness, so we should make all lightning abilities work like that?