Yea I haven't experienced that miss after revealing NBs with a pot. Funnel health/Impale seem to land just fine. ./shrugthankyourat wrote: »
Apache_Kid wrote: »You don't need more time than it currently allows to burst down a NB after reveal. If you can't burst them down in the allotted time that the pot denies cloak then that's on you.
Edit: You were the same guy who made the "nerf Magblades" thread earlier!
Lol!!!! l2p
The_Outsider wrote: »Yea I haven't experienced that miss after revealing NBs with a pot. Funnel health/Impale seem to land just fine. ./shrugthankyourat wrote: »
No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Leap and Meteor are aoe and can't be avoided with cloak, regardless of being detected by a pot or not.
The_Outsider wrote: »Yea I haven't experienced that miss after revealing NBs with a pot. Funnel health/Impale seem to land just fine. ./shrugthankyourat wrote: »
No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
thankyourat wrote: »No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
Detect pots are a pretty good counter to stealth in terms of if the nightblade actually wants to fight, you can pop a detect pot when you feel your burst is ready to kill a nightblade. At the same time detect pot won't stop a nightblade from just dodging and sprinting away. So it won't stop a nightblade in full turtle mode. The thing is you can't really kill anyone anymore who is going full turtle mode. That's just the way the game is now.
Leap and Meteor are aoe and can't be avoided with cloak, regardless of being detected by a pot or not.
Have you specifically tested this by activating cloak while the meteor is <1s away? I’m very confident that it’s possible to force a miss on a meteor if you’re the target - I’m 100% sure you can do it with a skoria proc... It’s the DK leap that I’m less confident on.
Leap and Meteor are aoe and can't be avoided with cloak, regardless of being detected by a pot or not.
Have you specifically tested this by activating cloak while the meteor is <1s away? I’m very confident that it’s possible to force a miss on a meteor if you’re the target - I’m 100% sure you can do it with a skoria proc... It’s the DK leap that I’m less confident on.
I'm often throwing meteors on cloaking nightblades and it hits them everytime. Granted i have started to use mark recently, so if there is a new bug that allows to cloak meteor (or leap) i might have missed it.
thankyourat wrote: »No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
Detect pots are a pretty good counter to stealth in terms of if the nightblade actually wants to fight, you can pop a detect pot when you feel your burst is ready to kill a nightblade. At the same time detect pot won't stop a nightblade from just dodging and sprinting away. So it won't stop a nightblade in full turtle mode. The thing is you can't really kill anyone anymore who is going full turtle mode. That's just the way the game is now.
That’s a fair statement.
I think what many players feel is overpowered is not the fact that NBs can disengage at will, because you’re right, most classes can kite, turtle, or heal when built for it... but what many players find issue with is the ease, speed, and lack of having to make build sacrifices for Nightblades as they switch between strong burst and strong survivability.
For me, personally, I find the lack of build sacrifice between burst and turtle to be the biggest issue. Killing a “normal” speccd nightblade requires either potion adjustment or running AoEs.. the latter option is not attractive for most players due to the lower burst potential with most AOE skills (excluding ultimates).
thankyourat wrote: »thankyourat wrote: »No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
Detect pots are a pretty good counter to stealth in terms of if the nightblade actually wants to fight, you can pop a detect pot when you feel your burst is ready to kill a nightblade. At the same time detect pot won't stop a nightblade from just dodging and sprinting away. So it won't stop a nightblade in full turtle mode. The thing is you can't really kill anyone anymore who is going full turtle mode. That's just the way the game is now.
That’s a fair statement.
I think what many players feel is overpowered is not the fact that NBs can disengage at will, because you’re right, most classes can kite, turtle, or heal when built for it... but what many players find issue with is the ease, speed, and lack of having to make build sacrifices for Nightblades as they switch between strong burst and strong survivability.
For me, personally, I find the lack of build sacrifice between burst and turtle to be the biggest issue. Killing a “normal” speccd nightblade requires either potion adjustment or running AoEs.. the latter option is not attractive for most players due to the lower burst potential with most AOE skills (excluding ultimates).
That's true nightblades generally build for kiting and burst same as sorc while other classes build for tank and burst. There are alot of wardens around with 30k resist 5k wd and 30k health. I think on average most classes sacrifice about the same. With Stam dk being a little weaker in the meta at the moment. So if someone wanted some Stam dk buffs I would be behind that. Killing a normal spec nightblade can be impossible sometimes, but if the nightblade is playing in a way that makes it impossible to kill it's also impossible for the nightblade to kill you. I will agree if you are into playing solo it's easier to build a nightblade for that, but that is such a small player base.
thankyourat wrote: »thankyourat wrote: »No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
Detect pots are a pretty good counter to stealth in terms of if the nightblade actually wants to fight, you can pop a detect pot when you feel your burst is ready to kill a nightblade. At the same time detect pot won't stop a nightblade from just dodging and sprinting away. So it won't stop a nightblade in full turtle mode. The thing is you can't really kill anyone anymore who is going full turtle mode. That's just the way the game is now.
That’s a fair statement.
I think what many players feel is overpowered is not the fact that NBs can disengage at will, because you’re right, most classes can kite, turtle, or heal when built for it... but what many players find issue with is the ease, speed, and lack of having to make build sacrifices for Nightblades as they switch between strong burst and strong survivability.
For me, personally, I find the lack of build sacrifice between burst and turtle to be the biggest issue. Killing a “normal” speccd nightblade requires either potion adjustment or running AoEs.. the latter option is not attractive for most players due to the lower burst potential with most AOE skills (excluding ultimates).
That's true nightblades generally build for kiting and burst same as sorc while other classes build for tank and burst. There are alot of wardens around with 30k resist 5k wd and 30k health. I think on average most classes sacrifice about the same. With Stam dk being a little weaker in the meta at the moment. So if someone wanted some Stam dk buffs I would be behind that. Killing a normal spec nightblade can be impossible sometimes, but if the nightblade is playing in a way that makes it impossible to kill it's also impossible for the nightblade to kill you. I will agree if you are into playing solo it's easier to build a nightblade for that, but that is such a small player base.
See, the other classes have to build for their defense.
30k resists mean heavy armor, so a sustain loss, and resist buff, so a slot. Stacking shields means A LOT of sustain demand, and a very close eye on shield duration. This means sustain sets, cutting your offense, and frequent shielding, cutting your offense window and draining resources. Also don't scale.
Compare that to Cloak which offers mobility, positioning, scales, gives res buff, increases healing and/or burst, can be spammed easily on mag build, takes heat off of you and has utility like loosing NPCs or getting a res or camp up or hide in keep easily... Cloak offers A LOT for basically no sacrifice at all.
It's the same story with Incap, by the way. Easy to see where the hate is coming from.
100% d-pots are rubbish, though. But a slight range boost would be appreciated.
thankyourat wrote: »thankyourat wrote: »thankyourat wrote: »No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
Detect pots are a pretty good counter to stealth in terms of if the nightblade actually wants to fight, you can pop a detect pot when you feel your burst is ready to kill a nightblade. At the same time detect pot won't stop a nightblade from just dodging and sprinting away. So it won't stop a nightblade in full turtle mode. The thing is you can't really kill anyone anymore who is going full turtle mode. That's just the way the game is now.
That’s a fair statement.
I think what many players feel is overpowered is not the fact that NBs can disengage at will, because you’re right, most classes can kite, turtle, or heal when built for it... but what many players find issue with is the ease, speed, and lack of having to make build sacrifices for Nightblades as they switch between strong burst and strong survivability.
For me, personally, I find the lack of build sacrifice between burst and turtle to be the biggest issue. Killing a “normal” speccd nightblade requires either potion adjustment or running AoEs.. the latter option is not attractive for most players due to the lower burst potential with most AOE skills (excluding ultimates).
That's true nightblades generally build for kiting and burst same as sorc while other classes build for tank and burst. There are alot of wardens around with 30k resist 5k wd and 30k health. I think on average most classes sacrifice about the same. With Stam dk being a little weaker in the meta at the moment. So if someone wanted some Stam dk buffs I would be behind that. Killing a normal spec nightblade can be impossible sometimes, but if the nightblade is playing in a way that makes it impossible to kill it's also impossible for the nightblade to kill you. I will agree if you are into playing solo it's easier to build a nightblade for that, but that is such a small player base.
See, the other classes have to build for their defense.
30k resists mean heavy armor, so a sustain loss, and resist buff, so a slot. Stacking shields means A LOT of sustain demand, and a very close eye on shield duration. This means sustain sets, cutting your offense, and frequent shielding, cutting your offense window and draining resources. Also don't scale.
Compare that to Cloak which offers mobility, positioning, scales, gives res buff, increases healing and/or burst, can be spammed easily on mag build, takes heat off of you and has utility like loosing NPCs or getting a res or camp up or hide in keep easily... Cloak offers A LOT for basically no sacrifice at all.
It's the same story with Incap, by the way. Easy to see where the hate is coming from.
100% d-pots are rubbish, though. But a slight range boost would be appreciated.
For a nightblade to sustain Cloak they will need to build heavy sustain same as with a sorc most nightblades wear sustain sets. Cloak is crazy expensive to only last 3 seconds. Stamblades generally run drink meaning they sacrifice health. There are also some negatives to Cloak the biggest one is you can't be offensive while being defensive. Shields and resistances absorb damage while you are attacking. I only go into stealth to reposition when I see more enemy coming or to run away. It's actually useless when trying to kill someone because while you Cloak your enemy can get all their buffs up, heal to full and get resources back. This is why I use my shield more than Cloak, as a nightblade you need something to absorb that incoming burst. And that is what stamblades lack. Most stamblades Cloak spam because their 20k health high regen build can't really take a hit.
IMO, Cloak should be treated like Streak. That one is easily countered and still invokes a spam penalty, nevertheless.
Cloak should keep all of its strengths, but should someone force you to spam it, you should get punished. The current cost is not an issue for Magblades, so I would like to see the stacking cost penalty. Nothing wrong with quickly tapping Cloak to evade a burst, but spamming it against every wind blow is a problem.
thankyourat wrote: »thankyourat wrote: »thankyourat wrote: »No, they shouldn’t be 100% uptime, but reveal pots should prevent the 100% MISS chance for single target abilities on a revealed foe.
Agreed. This is the biggest issue with detect pots.
As the average player skill increases as the game ages, more and more nightblades are learning how to use this + dodgeroll to stay invulnerable during the 15s a detect pot is running.
Which is why many PVPers complain about detect pots as a ‘useless’ counter.
Leading to the nightblades who actually die from it to say, WTF?!
And it goes back and forth, while the really amazing nightblades sit and just hope that nothing changes, because they’re NOT dying out there to anything.
I hope this sheds some understanding here, because there’s a distinct lack of it. Detect pots as they stand are NOT a counter to stealth.
Detect pots are a pretty good counter to stealth in terms of if the nightblade actually wants to fight, you can pop a detect pot when you feel your burst is ready to kill a nightblade. At the same time detect pot won't stop a nightblade from just dodging and sprinting away. So it won't stop a nightblade in full turtle mode. The thing is you can't really kill anyone anymore who is going full turtle mode. That's just the way the game is now.
That’s a fair statement.
I think what many players feel is overpowered is not the fact that NBs can disengage at will, because you’re right, most classes can kite, turtle, or heal when built for it... but what many players find issue with is the ease, speed, and lack of having to make build sacrifices for Nightblades as they switch between strong burst and strong survivability.
For me, personally, I find the lack of build sacrifice between burst and turtle to be the biggest issue. Killing a “normal” speccd nightblade requires either potion adjustment or running AoEs.. the latter option is not attractive for most players due to the lower burst potential with most AOE skills (excluding ultimates).
That's true nightblades generally build for kiting and burst same as sorc while other classes build for tank and burst. There are alot of wardens around with 30k resist 5k wd and 30k health. I think on average most classes sacrifice about the same. With Stam dk being a little weaker in the meta at the moment. So if someone wanted some Stam dk buffs I would be behind that. Killing a normal spec nightblade can be impossible sometimes, but if the nightblade is playing in a way that makes it impossible to kill it's also impossible for the nightblade to kill you. I will agree if you are into playing solo it's easier to build a nightblade for that, but that is such a small player base.
See, the other classes have to build for their defense.
30k resists mean heavy armor, so a sustain loss, and resist buff, so a slot. Stacking shields means A LOT of sustain demand, and a very close eye on shield duration. This means sustain sets, cutting your offense, and frequent shielding, cutting your offense window and draining resources. Also don't scale.
Compare that to Cloak which offers mobility, positioning, scales, gives res buff, increases healing and/or burst, can be spammed easily on mag build, takes heat off of you and has utility like loosing NPCs or getting a res or camp up or hide in keep easily... Cloak offers A LOT for basically no sacrifice at all.
It's the same story with Incap, by the way. Easy to see where the hate is coming from.
100% d-pots are rubbish, though. But a slight range boost would be appreciated.
For a nightblade to sustain Cloak they will need to build heavy sustain same as with a sorc most nightblades wear sustain sets. Cloak is crazy expensive to only last 3 seconds. Stamblades generally run drink meaning they sacrifice health. There are also some negatives to Cloak the biggest one is you can't be offensive while being defensive. Shields and resistances absorb damage while you are attacking. I only go into stealth to reposition when I see more enemy coming or to run away. It's actually useless when trying to kill someone because while you Cloak your enemy can get all their buffs up, heal to full and get resources back. This is why I use my shield more than Cloak, as a nightblade you need something to absorb that incoming burst. And that is what stamblades lack. Most stamblades Cloak spam because their 20k health high regen build can't really take a hit.
I disagree here partially.
That 3k you spend on Cloak is nothing if you consider that's three seconds pressure off. Stacking shields costs almost double and might need to be re-applied immediately, because you're taking damage while doing so, leading to high magicka consumption.
Magsorcs mostly use a sustain and a hybrid set currently. My magblade is fine with just one of those, to compare. Drinks are a natural thing, IMO, and stamina has Bone Pirate for that.
Stamblades have a harder time to utilize Cloak, agree, but they can and do dodge more.
Cloak just offers the immediate force miss. Even if it's active for only one second, you already got the benefit. It's not a primary defense, but it's a damn fine secondary. And you're free to attack after one tap, your HoTs will heal you. Only when you're already losing do you try to consta-cloak, and therein lies my issue.
IMO, Cloak should be treated like Streak. That one is easily countered and still invokes a spam penalty, nevertheless.
Cloak should keep all of its strengths, but should someone force you to spam it, you should get punished. The current cost is not an issue for Magblades, so I would like to see the stacking cost penalty. Nothing wrong with quickly tapping Cloak to evade a burst, but spamming it against every wind blow is a problem.
Yeah, I don't care for "build diversity" for Nightblades, they already are extremely versatile - I want balance. I'm a sorc main, don't you tell me about diversity.
How I imagine it is that with the third cast of Cloak you should start feeling drain. Stamblades will dodge, no matter what. And magblades should slot Annulment, making a slot sacrifice.
Don't get me wrong, Cloak should be strong, but you should get punished for abusive usage. As it stands, I'm sacrificing more to combat Cloak than nightblades to re-apply it.
And maybe I sound salty, but where were you guys when Streak got nerfed? No stacking cost, no root at beginning and end, no momentum loss, no slope hindrance and less "Invalid Location" issues would help me 1vX - but no one cares. I don't see how this should be different for nightblades.
Yeah, I don't care for "build diversity" for Nightblades, they already are extremely versatile - I want balance. I'm a sorc main, don't you tell me about diversity.
How I imagine it is that with the third cast of Cloak you should start feeling drain. Stamblades will dodge, no matter what. And magblades should slot Annulment, making a slot sacrifice.
Don't get me wrong, Cloak should be strong, but you should get punished for abusive usage. As it stands, I'm sacrificing more to combat Cloak than nightblades to re-apply it.
Getting away from zergs is fine, and I don't wanna destroy that.