My initial thought was, okay neat-- that's a buff. We'll get our primary resource + health to compensate for NB's meh healing. Turns out: the current value for health return is ~1495, and for Stamina (Magicka) it's ~356.... That is 1/3rd the primary resource return of the current live version and the heal proc is halved in Cryodiil. In addition, the last clause that adds an additional 10% chance to proc for further resource return on direct damage attacks is removed.Leeching Strikes (Siphoning Strikes morph): This morph now converts the ability into a Stamina ability and causes your Light and Heavy Attacks to restore Stamina based on your character level.
Siphoning Attacks (Siphoning Strikes morph): This morph now causes your Light and Heavy Attacks to also restore Magicka based on your character level.
Increased the duration of this ability and its morphs to 20 seconds from 15 seconds.
Shadow Barrier: Increased this passive ability’s base duration of Major Ward and Major Resolve to 3/6 seconds from 2/4 seconds.
Developer Comments:
Increasing the duration of this passive’s bonuses will improve the overall survivability of Nightblades. Heavy Armor, tank-focused Nightblades in particular should have a much smoother time maintaining nearly consistent uptime on these buffs with a combinations of abilities such as Refreshing Path or Summon Shades.
Siphoning Strikes: Fixed an issue where the heal from this ability and its morphs could not critically strike.
I really dont think there was a sustain problem in Cyrodiil other than relating to CP. Azura's Star is fine. There are no unkillable builds. But instead we get a CP raise. ok.
If it is only going to be restoring 350ish magicka per LA then it will probably take 7-8 LAs to even cover the cost it took to cast Siphoning Attacks. This is going to crush our sustain. 750 health per LA in PvP will be nice for sure but this is a massive nerf for magblade which was already in a tough spot. Our great sustain had been one of our few advantages over Mag Sorc and other classes.
Our sustain was nerfed far more than any other classes. SA used to give about 1300 resources per LA when factoring in the 10% chance for extra restore. Now we only get about 25% of that. That is a HUGE nerf.
Right, and this is one of the major reasons I think the new version of this skill needs tweaking: It simply will have no effect on survivability, especially in Cyrodiil where NB is really hurting for it.Siphoning Strikes:
Developer Comments:
Spoilerhide
This is a significant reduction to the Magicka and Stamina restored by these abilities, but the addition of Health restore should give Nightblades more healing to improve their survivability.
How is nerfing their resource sustain going to help them survive?? No resources = dead Nightblade... RIP nightblades
gethemshauna wrote: »Nightblade has no good sides after this patch.
FrancisCrawford wrote: »gethemshauna wrote: »Nightblade has no good sides after this patch.
Especially if Concealed Weapon no longer takes you above 100% of base footspeed. (Assuming Night's Silence/Vampire/whatever.) Concealed Weapon and Cloak, taken together, are exactly what make Nightblade thieves fun to play.
It seems that a huge fraction of what I've been enjoying in this game is to be removed.
Pinging @Wrobel @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom in the hope that one of them will confirm/disconfirm whether thief fun is being taken out of the game.
The_Outsider wrote: »FrancisCrawford wrote: »gethemshauna wrote: »Nightblade has no good sides after this patch.
Especially if Concealed Weapon no longer takes you above 100% of base footspeed. (Assuming Night's Silence/Vampire/whatever.) Concealed Weapon and Cloak, taken together, are exactly what make Nightblade thieves fun to play.
It seems that a huge fraction of what I've been enjoying in this game is to be removed.
Pinging @Wrobel @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom in the hope that one of them will confirm/disconfirm whether thief fun is being taken out of the game.
Could you link the note/comment you're referencing? I haven't heard of this one.
NightbladeMechanics wrote: »The more I think about this change and digest the patch notes as a whole, the more worried I become. I need to get on pts and play it out.
ZOS_GinaBruno wrote: »[*]Fixed an issue where abilities and bonuses that allow you to ignore the Movement Speed penalty from sneak would stack, causing you to sneak at extremely high speeds.
I guess he is refering to this:ZOS_GinaBruno wrote: »[*]Fixed an issue where abilities and bonuses that allow you to ignore the Movement Speed penalty from sneak would stack, causing you to sneak at extremely high speeds.
It only mentiones the sneak movement penalty, not additional speed buffs, so it shouldn't affect concealed weapon, but who knows ...
ljb2k5_ESO wrote: »If the sustain problem needed addressing why not try some smaller changes first? Changing it this much is super drastic, and tips the problem from sustain flood to sustain drought, and since ZOS is attacking this issue with so many changes, they won't be able to rationally and accurately identify at which point they went too far. Consider it like a science experiment, where you have a single variable and a control, they will have no idea which changes worked or which ones created a new problem, because they changed way too many variables to try to correct this problem.
Also was the sustain problem equally bad for all classes? Stamina builds look gutted here, were they all problematic? This isn't a good move. Even if you like the direction, you can't honestly think ZOS going 200 mph headlong at it thus making a new, and likely worse, problem instead of a solution is sensible. Not to mention it completely devalues all the effort people have been putting into their builds for however long.
Changes are better made with a scalpel instead of a sledgehammer.
I would suggest everyone who is concerned about the proposed changes to NB actually log on the PTS and test it out for yourselves. From my own experience (setup Bone Pirate Tatters, Agility Weapons (Weapon Damage enchants). vMA weapons (bow, daggers, maul) and using the drink from the Jester Festival) I really didn't run into too many issues with sustain (testing done a target skeleton). I still want to test a few things out in vMA and with other content but to be honest the changes aren't crippling to the class at all from what I've seen so far. I plan to do some additional testing throughout the week on my magblade and stamblade as well as the other classes I have but once again the PTS is open to everyone except those on consoles. If you are concerned I would log into the PTS and test for yourself.
I agree it's important to test these things. But this post is more about the Siphoning Attacks skill itself than overall Nightblade performance. I'm sure NBs will be quite functional after the update.I would suggest everyone who is concerned about the proposed changes to NB actually log on the PTS and test it out for yourselves. From my own experience (setup Bone Pirate Tatters, Agility Weapons (Weapon Damage enchants). vMA weapons (bow, daggers, maul) and using the drink from the Jester Festival) I really didn't run into too many issues with sustain (testing done a target skeleton). I still want to test a few things out in vMA and with other content but to be honest the changes aren't crippling to the class at all from what I've seen so far. I plan to do some additional testing throughout the week on my magblade and stamblade as well as the other classes I have but once again the PTS is open to everyone except those on consoles. If you are concerned I would log into the PTS and test for yourself.