The_Outsider wrote: »
The issue with that, is that currently the strength of the skill is to have 100% uptime during combat. You'd be refreshing it before the duration expired based on the ebb and flow of combat, so you'd never get that resource refund.
I'm also okay with the way they changed the ability, although I do prefer the old functionality. I'm just not okay with where the values landed based on the stated purpose of the change. Basically, the new version is a nerf to survivability when it's whole purpose is to aid our survivability.
The_Outsider wrote: »
The issue with that, is that currently the strength of the skill is to have 100% uptime during combat. You'd be refreshing it before the duration expired based on the ebb and flow of combat, so you'd never get that resource refund.
I'm also okay with the way they changed the ability, although I do prefer the old functionality. I'm just not okay with where the values landed based on the stated purpose of the change. Basically, the new version is a nerf to survivability when it's whole purpose is to aid our survivability.
This really touches on why this nerf is so big IMO. Because siphoning attacks is so critical there are plenty of instances where I cast it before its full duration. This is particularly true in open world where I will often recast it any time I LoS for a moment so that I won't have to recast it again in 9 seconds (or whenever) while I'm trying to apply pressure. So even with the new duration increase to 20 seconds I would say that I may still reapply it every 15 seconds or on average, and maybe even more frequently in situation with a lot of LoS.
Currently, the cost for siphoning attacks is 2700 unadjusted. As a high elf I believe the only cost reduction I will have is 10% from 5 light armor pieces (I believe they nerfed it from 3% reduction to 2% per piece) which puts the cost around 2430. In BGs there is no-CP, we have no class reduction, and there is no racial reduction for altmer so I believe this is a close approximation to the cost. Assuming this cost, and a 350 magicka restore per LA, that means I will need to land 7 LAs to even make up for the cost. Even with perfect weaving and no LoS that is going to take 9-10 seconds. This is for an ability that will probably only be up on average for about 15 seconds per cast. Throw in a mistake with weaving every now and then, some CCs that take a second to break, some line of sighting every once in a while, and it may actually take a whole 15 seconds to land the 7 LAs you need just to break even.
This certainly raises the skill required to play MB, probably already the most difficult class, by a huge amount. I would guess that most players don't weave perfectly - e.g. I notice many of my guild members struggle weaving on resto bar, many wont weave btw shields, many won't weave when needing to use fear. These players will really have no use for siphoning attacks, it will just drain their magicka. Whatever happened ZoS's whole "trying to reduce clunkiness and difficulty" thing they claimed they had going with the last patch? Yes, skilled nightblades that are very comfortable weaving will still be able to derive benefit from it. They will start to gain back resources after 9 seconds or so when not LoSing. But they will have to be careful not to recast too often. And in situations with lots of LoSing it is a wash anyway.
Even in an almost ideal situation I cannot see my self getting off more than about 13-14 LAs per cast. This is allowing for full duration each time with very little LoSing and no mistakes on weaves. This only returns about 2100-2450 per 20 second cast, so equivalent to just a tad over 200 regen. And that is in an IDEAL situation. In reality, I LoS a lot and will recast SA before the duration ends (even if its typically at 17, 18 seconds it still cut into it). I will also make mistakes weaving every now and then. So I don't think it is a far off estimate to say I would average about 10 LAs per cast. This equates to just over 1000 magicka gained back every cast. This is just a tad over 100 regen (assuming each cast is every 17-18 seconds or so). I guess what I am getting at is that I think if this SA attack nerf is going to remain then the skill should be free to cast.
What would be the difference between a reduced/eliminated cost and a flat sustain increase? The former would result in immediate resource gain, and the latter would delay resource gain until the cost of the ability was paid for--and then potentially net better sustain overall?NightbladeMechanics wrote: »@bubbygink @The_Outsider So to guide discussion further, do you think the cost should be reduced/eliminated, or the sustain increased?
If ZOS keeps it as-is on PTS, it's a mild source of magicka or stamina sustain + a small hot. If ZOS reduces the costs, it's a stronger source of one type of sustain + a small hot. If ZOS adds stamina back to the ability as-is on PTS, you pay magicka, break even on that, and get a hot and stamina sustain in return. Etc etc.
My proposal keeps the magicka sustain numbers barely over breakeven, as they are on PTS. I'd personally like to see greater magicka sustain from SA so I don't have to build so much more of it.
Opinions?
Going this route also opens up the possibility for Leeching to have unique damage or debuff effects in exchange for not having sustain effects. This could even be used to help buff end game NB DPS/group utility.Siphoning Attacks:
- Costs 2360 magicka
- Lasts 20 seconds
- Your light and heavy attacks heal you for 1500 health and restore 359 magicka and stamina. The healing from this ability can critically heal, scaling on your Spell Critical or Weapon Critical chance, whichever one is higher.
Also restores magicka and stamina.
The_Outsider wrote: »What would be the difference between a reduced/eliminated cost and a flat sustain increase? The former would result in immediate resource gain, and the latter would delay resource gain until the cost of the ability was paid for--and then potentially net better sustain overall?NightbladeMechanics wrote: »@bubbygink @The_Outsider So to guide discussion further, do you think the cost should be reduced/eliminated, or the sustain increased?
If ZOS keeps it as-is on PTS, it's a mild source of magicka or stamina sustain + a small hot. If ZOS reduces the costs, it's a stronger source of one type of sustain + a small hot. If ZOS adds stamina back to the ability as-is on PTS, you pay magicka, break even on that, and get a hot and stamina sustain in return. Etc etc.
My proposal keeps the magicka sustain numbers barely over breakeven, as they are on PTS. I'd personally like to see greater magicka sustain from SA so I don't have to build so much more of it.
Opinions?
I really like the dual stat return that SA has on live, for both Stam and Mag NB. I think it's fun, useful, and aligns well with resource mechanics from other classes (I'm thinking of Battle Roar). Other classes also have ways to trade a certain resource pool for another. In it's current form, this feels like NB's way of doing that. Give Magcika, get primary and secondary resource pool in return.
In an effort to keep that functionality I'd prefer a change similar to the one you originally suggested in your OP @NightbladeMechanics, only where the small HoT either has the ability to crit, has it's base value increased, or is not halved by battle spirit. I'm not sure if there's precedent for this-- I think of Crit surge, does it crit, is is cut by battle spirit?
Basically what @IzakiBrotherSs suggested:Going this route also opens up the possibility for Leeching to have unique damage or debuff effects in exchange for not having sustain effects. This could even be used to help buff end game NB DPS/group utility.Siphoning Attacks:
- Costs 2360 magicka
- Lasts 20 seconds
- Your light and heavy attacks heal you for 1500 health and restore 359 magicka and stamina. The healing from this ability can critically heal, scaling on your Spell Critical or Weapon Critical chance, whichever one is higher.
Also restores magicka and stamina.
DuckNoodles wrote: »
They should of just removed CP sustain and left skills alone.
I'll rather have one morph that give minor mending or viltatly then the current health return.A Nightblade that understands the class. Never thought of adding the extra health to siphoning. But that is a buff to nightblades in pvp and is needed. Yes please.
hobicabobjob wrote: »If a ZOS employee could comment it would really make my day.
rimmidimdim wrote: »Why does ZOS absolutely hate hybrid builds? That is my question. The NB class was most versatile because of siphoning strikes. I don't get it. Why destroy the possibility of different builds? I love playing hybrid. Now I can't. Should I believe that a hybrid NB was way OP? I don't get this. I'm very disappointed. My play style which was not OP is now toast. I tried other styles this is my favorite. If this goes live I will quite sub.