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PTS Update 20 - Feedback Thread for Nightblades

  • Pulque
    Pulque
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    I've been playing nightblade tank since summerset PTS. This is the first nerf to nightblade tank after summerset. Nightblade tank is low-tier tank, like only a few use.
    Minor/Major Evasion: These buffs no longer grant a passive chance to dodge. They now reduce the damage you take from area of effect attacks by 5/25%.
    War Horn: This ability and its morphs no longer grant Minor Toughness.

    The only advantage for nightblade over DK was its Ultimate generation from tava+evasion, and now you take this uniqueness away. Yes nightblade has burst healing support, but do raid group expect tank to be healer?

    Fine, I give up. I'll go DK forever.
    Edited by Pulque on September 17, 2018 10:49PM
  • Silver_Strider
    Silver_Strider
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    Pulque wrote: »
    I've been playing nightblade tank since summerset PTS. This is the first nerf to nightblade tank after summerset. Nightblade tank is low-tier tank, like only a few use.
    Minor/Major Evasion: These buffs no longer grant a passive chance to dodge. They now reduce the damage you take from area of effect attacks by 5/25%.
    War Horn: This ability and its morphs no longer grant Minor Toughness.

    The only advantage for nightblade over DK was its Ultimate generation from tava+evasion, and now you take this uniqueness away. Yes nightblade has burst healing support, but do raid group expect tank to be healer?

    Fine, I give up. I'll go DK forever.

    IDK if this change is enough to make me quit NB tanking. DK tanking is just so boring and while NB tanking is still lacking in the CC department, I like the added sustain buffs to Siphoning Striked and the AoE mitigation of Blur really shouldn't be brushed off as entirely useless either.

    I'm not thrilled about some changes (namely Strife and Path) but I have much more fun with my NB tank than my DK tank.
    Argonian forever
  • Wavek
    Wavek
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    Path of Darkness: This ability no longer deals damage. It now grants Major Expedition to you and your allies on the path, and for up to 2 seconds after leaving it.


    I'm not sure what the goal here is, but you're taking a skill that was useful and making it worthless. The AOE damage of this ability and both its morphs is important, Major Expedition for a few seconds is not. Having Twisting path do AOE damage and heal was the best thing about this.
  • Rex-Umbra
    Rex-Umbra
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    Why should i keep playing my nb tank? What can i offer that another tank can't? I honestly don't see the point.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • ecru
    ecru
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    The nerf to refreshing path is going to make it necessary for nightblades to slot an active healing ability to do the portal phase during vCR+3, is this intended? It seems a little unfair to make progression that much more difficult for groups still working on Cloudrest, since most are using magblades as dps because you made the trial impossible for melee. The problem with this is that nightblades don't have an active healing ability, so.. uh.. ?

    edit: I guess dark cloak might work. Magblades can have fun slotting that for vCR, lol.
    Edited by ecru on September 17, 2018 11:42PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • John_Falstaff
    John_Falstaff
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    @ecru, well, nightblades still have that ability. Except it's not doing damage anymore, that's the catch...
  • ecru
    ecru
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    @ecru, well, nightblades still have that ability. Except it's not doing damage anymore, that's the catch...

    Yeah the nerf is going to force all progression groups to have their magblades slot dark cloak or something. Refreshing path is what makes magblade viable in that phase, without it or some other heal, you're way more likely to die. It seems a little dumb to nerf the self healing of a dps class when your newest trial requires enough self healing/shielding to mitigate potentially 15k+ damage hitting you at once every few seconds (damage from 3 orbs). The other issue is the dps loss from having to actively heal yourself throughout that phase, where the dps check is already extremely tight if you get unlucky with crystals and have to kill all of them.

    I really don't see this going well for groups who are already struggling.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • efster
    efster
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    What is it with the hate-on ZoS has for NB PVE tanks? Serious question.

    If you're not going to let NB tanks evade damage, give us a gotdamn class shield and a way to regen stam while blocking. Ever other class has these things. We had dodge, now we won't. I don't care if refreshing path heals me for 2x if it can't pull aggro with it, ffs. What part of "WE DON'T NEED ANY MORE HEALS" is unclear?
    Edited by efster on September 17, 2018 11:59PM
    AD is the best looking faction. I don't make the rules, I just enforce them.
  • _Salty_
    _Salty_
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    aeowulf wrote: »
    Your tank just lost effective use of tava's with this patch - hope that wasn't one of your sets. Also minor vitality :( not sure of the reasoning for the latter?

    My tavas tank is dead. They took away vitality because they want you to use that grabage heal they made a few patches ago instead for it.
    Psn l---Salty---l

    Patiently waiting to make a Stankcromancer.
  • SilverWF
    SilverWF
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    Piercing Mark changes are dumb.
    • PC EU. Ebonheart Pact. CP 1k+
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  • ShadowHvo
    ShadowHvo
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    After playing around a little bit on my good ol' stamina nightblade, I must say that Killer's Blade (Stamina morph of Assassin's Blade) feels surprisingly off.

    I don't see why its cost was icnreased by 30%, its now far less reliable in close-call situations. It really feels like an unnecessary nerf that only made our Finisher all the more worse.

    Assassin's Blade and its morphs are exclusively an Execute ability, its the Go To ability for taking down low-healthed enemies. It shouldn't be costly or difficult to cast, but something that we can always rely upon to get the job done.

    After all, it is called Assassin's Blade or Killer's Blade, it should strike hard and effeciently against those low-healthed foes to finish them off.

    Otherwise though, I felt like the changes are good. I feared at first that Piercing Mark would be ruined, but... no. Its surprisingly still very useful, even if the detection timer has been decreased so drasticly.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


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  • iDeadly_CTSV
    iDeadly_CTSV
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    I’m case anyone was wondering you absolutely cannot sustain a 6 mil dummy on a mag blade unless you use a recovery glyph
  • swirve
    swirve
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    if this patch stays as is all endgame guilds are quiting so rip

    Well if they cant adapt then are they that good?
  • Marabornwingrion
    Marabornwingrion
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    ZOS HQ:

    - Nightblade have better sustain and dps comparing to other classes, what can we do with it?
    - Let's help other classes by buffing their damage and giving them sustain tools!
    - Are you crazy? Lol, let's nerf nightblades so they will suffer like every other class :innocent:

    With this update you just made me want to stop playing my nightblade, which is my main character since 2,5 years.
    At least now I know that cancelling my membership was a good idea.
  • ecru
    ecru
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    I’m case anyone was wondering you absolutely cannot sustain a 6 mil dummy on a mag blade unless you use a recovery glyph

    We've got three cost increases (if you include ele weapon) on PTS right now, so honestly it seems to me like zos doesn't want light attack builds in the game at all. The intention is obviously to force you to heavy attack at some point in your rotation, hence the grim focus change.

    Thanks, but no thanks. Murkmire looks really underwhelming and the self-healing/shield changes are dumb, which will make vet trials dumb (especially vCR), so it might be time to shelve ESO.

    edit: averaging 1800+ mag/sec usage while parsing, would be a bit higher with swallow soul. rip light attack builds.
    Edited by ecru on September 18, 2018 7:09AM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • aeowulf
    aeowulf
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    minor vitality lost - just another thing DK tanks have over NB tanks (not even mentioning the 12% passive DK get on top of minor vitality...)
    dodge change - so no more tavas (not a biggy in itself, but again a role nerf)
    path change - hurt NB healers & tanks the most.

  • Koronach
    Koronach
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    I don't understand the nerf to killer blades. Can someone please explain to me? It seems so out of place I can't comprehend it. What purpose does it serve? I may be a bit drunk.
  • Gythral
    Gythral
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    Where are the nerfs?

    Oh that's right this is the 'He who must not be Named' favourite son!
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • Bloodystab
    Bloodystab
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    Can we have "Free" race change with this update as well? Looks like Redguard will be even MORE meta race for Stamblade.
  • Koronach
    Koronach
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    Gythral wrote: »
    Where are the nerfs?

    Oh that's right this is the 'He who must not be Named' favourite son!

    So 30% increase to our execute isn't a nerf? You must be special ed, You know the short bus. Whats that called again? Oh yeah Sped.
    Edited by Koronach on September 18, 2018 9:28AM
  • Knootewoot
    Knootewoot
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    Really, i am not that good in English, but......
    Strife: Reduced the damage done by this ability by half, but it now also heals for 50% of the damage done and can now target you or any ally. The total healing amount remains unchanged.
    Swallow Soul (morph): This morph now doubles the damage, but decreases the heal to 35% of the damage done and can only target you. The passive Minor Vitality effect has been removed.
    Funnel Health: This morph will now always heal you in addition to an ally.

    The old desciption sais something like
    Steal an enemy’s life force, dealing 742 Magic Damage and healing you for 25% of the damage inflicted every 2 seconds for 10 seconds.

    I use swallow soul as my main spammable. But if i read it right.... my damage will stay the same (strife is half en swallow doubles it again = the same)

    The old description sais you heal 25% of the damage done every 2 secs for 10 secs.

    Now it sais you heal 35% of the damage done.

    So i get now each time i hit 35% heal of damage done instead of 25% every 2 secs for 10 secs?

    So if i spam every second i would get eventually more heals because of 35% every second is more then 25% every 2 seconds?
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • DarkPicture
    DarkPicture
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    Knootewoot wrote: »
    Really, i am not that good in English, but......
    Strife: Reduced the damage done by this ability by half, but it now also heals for 50% of the damage done and can now target you or any ally. The total healing amount remains unchanged.
    Swallow Soul (morph): This morph now doubles the damage, but decreases the heal to 35% of the damage done and can only target you. The passive Minor Vitality effect has been removed.
    Funnel Health: This morph will now always heal you in addition to an ally.

    The old desciption sais something like
    Steal an enemy’s life force, dealing 742 Magic Damage and healing you for 25% of the damage inflicted every 2 seconds for 10 seconds.

    I use swallow soul as my main spammable. But if i read it right.... my damage will stay the same (strife is half en swallow doubles it again = the same)

    The old description sais you heal 25% of the damage done every 2 secs for 10 secs.

    Now it sais you heal 35% of the damage done.

    So i get now each time i hit 35% heal of damage done instead of 25% every 2 secs for 10 secs?

    So if i spam every second i would get eventually more heals because of 35% every second is more then 25% every 2 seconds?

    no, u had before minor vitality on swollow soul which is better 8% than 11% healing done, dps is the same as on live server.

  • HowlKimchi
    HowlKimchi
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    Update 20 / Murkmire PTS Patch changes: https://forums.elderscrollsonline.com/en/discussion/435633/pts-patch-notes-v4-2-0

    Nightblade
    Assassination
    -Mark Target
    Piercing Mark (morph): "Decreased the duration of the detection effect to 5 seconds from 30 seconds. The duration of the Major Fracture and Breach effects remain unchanged."

    ---

    A bit overkill, don't you think? 10 or 15 seconds would have been good enough. 30 seconds was too long, sure, but 5 seconds is way too short. Where is the middle-ground?

    ESO balance does not believe in "middle ground" when you nerf a class, it should be nerf to the ground levels of nerfing lol
    previously @HaruKamui but I outgrew my weeb phase (probably)

    PC/NA - EP - Howl Bragi/Howl Kimchi
  • DarkPicture
    DarkPicture
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    Generally giving cost on GRIM FOCUS is *** decision, nightblade was a class which should be a model for other class with sustain. Now u just trying to make them on same lvl suffering sustain to other class for no reason where in your's huge postt about previev patch 20 and u was talking about make all good class as nightblade.

    Assasins blade - useless change, but 30% is too much, if u rly wanted to nerf it, should be max 15%. Still dont know why u increase cost of it, where it wasnt a problem.

    Swallow soul - delete minor vitality and add 11% more healing done its weird decision, better stay with vitality 8% and 25% done like on live BUT u should increase a little dmg 10-20% compare to ele weapon which always can put random element on target. And its morph for doing dmg so it should works as a dmg morph with bigger numbers compare to live server...

    Funnel health - i rly dont know, if u want make this morph for totally healing why u cut half dps, and add 25% more to healing which in results propably will be same healing as with bigger dmg. Increase a healing bit more which make this skill for healers second morph add a bit more dmg for magdd

    Twisting path - its to understand decision, sounds fair

    Refreshing path - sounds fair but it could be remove snares imo

    Siphoning strikes - dunno, but its okey, heavy atacks are longer than la so okey

    grim focus charged- as with siphoning, okey

    tl dr; assasins blade 30% cost more should be deleted or nerf a little bit, grim focus cost for proc should be deleted, a little buff swallow soul for dmg and funnel buff for more healing
  • colossalvoids
    colossalvoids
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    From stamina dd perspective it's quite sad.

    Rotation is sustainable if we have one infused absorb stamina glyph, one stamina regen glyph AND being a Redguard at the same time. With other races I personally wasn't able to sustain execute at all, new killers blade cost and grim focus one made it clunky and unreliable. Changes was unnecessary and will hurt new players more. I guesses that the goal was to bring other classes to stamblade level and not nerf them for others to feel better.

    Others got their sustain (but not stamsorcerer for some reason) but nb's lost their(if not meta race used), if thats intentional then I have no more words really.
  • actosh
    actosh
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    Ufretin wrote: »
    Add snare removal to refreshing path

    Unmorphed Path is a joke, isn't it? 2 seconds of major expedition, yay!

    I don't get the dev comment either "This change to Path of Darkness is aimed at helping each class bring something to the party."
    I'm sure my party will be excited about me bringing an insanely limited speed buff plus either an insanely weak aoe dmg or an insanely weak aoe heal...

    Something else to bring would be way better since u dont need that speedbuff in so much situations. Give something else pls :smiley:
  • Chilly-McFreeze
    Chilly-McFreeze
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    I guess I can shelf my NB tank for good now. Not that I played much PvE anyways, but still. As if Morrowind hasn't done enough to those builds. If I stay, I respec that to pvp stamblade. This must be the worst patch I've witnessed.
  • Oathunbound
    Oathunbound
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    From a devils advocate point of view i understand why they nerfed the sustain of NB, if you had the option to make 1 class more in line with the others or raise all other classes to the level of one good one what would you do? They should have raised the others but from a quick fix prospective it makes more sense to nerf one instead of buffing all others, not saying i agree with what they did at all but i thought it was worth putting out there.

    That being said it seems they kinda shot from the hip in certain areas. The killers blade cost increase make no sense, unless what ever tests they used showed that it was over preforming at it's current cost but 30% seems wayyyy off to me to start. if you really wanted to raise it 10-15% would have been a better starting point but 30% is a tad harsh.

    The grim focus change is kinda okish in my mind because the main pain points other non NB classes have pointed out have been addressed in a non super aggressive way, still think it should have been used as a model for other skills but again its easier to nerf 1 then buff all

    the overall dodge changes really get me from a NB tank perspective. My main is a argo stam NB that i dps/tank/pvp with (no cp pvp so i don't have to swap champ points all the time) and it seems the last thing unique to NB tanks has been removed with passive dodging going away. I dont get the logic either as they claim that it doesn't feel right when you passively dodge? Many other mmo's have some form of passive dodge or another and there are no complaints there (there are but not enough that its a rallying cry for a boycott or anything). I see it as mainly a nerf for PVP as dodging is a strong way to avoid damage and a rng passive can be frustrating to go against but its not a high % (the old one was procing wayy too much but the numbers we have had for a while seemed fine). It seems that all they really should have done was change the way dodge functioned like they way they did with the projectile dodge change but the passive dodge needed to go why? Were there many people complaining about passive dodge or am i missing something there? Anyway with the passive dodge removal now NB tanks can have a 100% up time on 25% less aoe damage....which seems useless as most aoe's as will almost all pve damage is either nothing or a one shot so now i really don't know what uniqueness i can bring with my NB stam tank.

    Cant comment on the mag skill changes other then the path changes seem unnecessary, again where were the complaints/testing done that shows that this skill needed changed?

    again it seems as a whole this patch is *** poor overall for the health of the game play and were going to have to suffer 3 months to see if they are willing to roll back something or go all the way and screw everyone again, and again, and again

    P.S. i know its just PTS as of right now but with their track record what we see now is more than likely is what we are going to get stuck with.
  • Ser Lobo
    Ser Lobo
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    Please address the gear sets that worked off of 'dodge', like Nocturnal’s Favor.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
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