Please address the gear sets that worked off of 'dodge', like Nocturnal’s Favor.
Oathunbound wrote: »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.
Your tank just lost effective use of tava's with this patch - hope that wasn't one of your sets. Also minor vitalitynot 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.
exeeter702 wrote: »Your tank just lost effective use of tava's with this patch - hope that wasn't one of your sets. Also minor vitalitynot 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.
Healthy offering is anything but garbage, it isnt used by tanks or for solo nb, and it gives minor mending not minor vit.
exeeter702 wrote: »Your tank just lost effective use of tava's with this patch - hope that wasn't one of your sets. Also minor vitalitynot 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.
Healthy offering is anything but garbage, it isnt used by tanks or for solo nb, and it gives minor mending not minor vit.
Healthy offering? He/she is talking about swallow soul.
From what I can tell, the cost increases to Killer's Blade and Relentless Focus will do one thing: render not-Redguard stamina Nightblades completely irrelevant in end-game pve. They're already disadvantaged.
Please, add sustain somewhere so people can stop being Redguards, and not be tethered to yawn-inducing heavy attack spam. This applies to all classes, but at least in Wolfhunter I could play my Khajiit stamblade and mostly sustain. Heavy attacks are slow, sticky, and feel like a punishment.
John_Falstaff wrote: »@LittlePinkDot , not enough by far, not compared to redguard. At base 1000 regen, wood elf has about 110 equivalent regen over other non-redguard races. Redguard's Adrenaline Rush is equivalent of a hefty ~350 regen or roughly two jewelry regen glyphs (and redguard already has 9% regen boost in passives in addition to that). So, other races are at huge disadvantage when it comes to PvE DPS.
LittlePinkDot wrote: »John_Falstaff wrote: »@LittlePinkDot , not enough by far, not compared to redguard. At base 1000 regen, wood elf has about 110 equivalent regen over other non-redguard races. Redguard's Adrenaline Rush is equivalent of a hefty ~350 regen or roughly two jewelry regen glyphs (and redguard already has 9% regen boost in passives in addition to that). So, other races are at huge disadvantage when it comes to PvE DPS.
My stamblade is a pvp woodelf sniper. Shes got the best sustain out of all my characters.
I can do normal dugeons just fine just by switching the skills. No sustain issues.
Im making a magblade to try vet dungeons.
The way Zos is going. Its stam for pvp and mag for pve. To do otherwise is just shooting yourself in the foot.
usmcjdking wrote: »Stamblade's damage is still through the roof because it's entire toolset is single target oriented and, if anything, will see an increase in efficacy with the removal of passive dodge. Heavy attacks now provide grim focus stacks and provide almost LOLus Flower levels of healing to include additional stam return rivaling redguard passive over time.
There is very little reason to not play a HA stamblade over any other class next patch.
LittlePinkDot wrote: »John_Falstaff wrote: »@LittlePinkDot , not enough by far, not compared to redguard. At base 1000 regen, wood elf has about 110 equivalent regen over other non-redguard races. Redguard's Adrenaline Rush is equivalent of a hefty ~350 regen or roughly two jewelry regen glyphs (and redguard already has 9% regen boost in passives in addition to that). So, other races are at huge disadvantage when it comes to PvE DPS.
My stamblade is a pvp woodelf sniper. Shes got the best sustain out of all my characters.
I can do normal dugeons just fine just by switching the skills. No sustain issues.
Im making a magblade to try vet dungeons.
The way Zos is going. Its stam for pvp and mag for pve. To do otherwise is just shooting yourself in the foot.
When boss fights last longer than 30 seconds sustain is a huge issue.
LittlePinkDot wrote: »LittlePinkDot wrote: »John_Falstaff wrote: »@LittlePinkDot , not enough by far, not compared to redguard. At base 1000 regen, wood elf has about 110 equivalent regen over other non-redguard races. Redguard's Adrenaline Rush is equivalent of a hefty ~350 regen or roughly two jewelry regen glyphs (and redguard already has 9% regen boost in passives in addition to that). So, other races are at huge disadvantage when it comes to PvE DPS.
My stamblade is a pvp woodelf sniper. Shes got the best sustain out of all my characters.
I can do normal dugeons just fine just by switching the skills. No sustain issues.
Im making a magblade to try vet dungeons.
The way Zos is going. Its stam for pvp and mag for pve. To do otherwise is just shooting yourself in the foot.
When boss fights last longer than 30 seconds sustain is a huge issue.
All they need to do is make monster helmets and trial rewards drop in normal. Then you wont need to do vet dungeons at all. The only reason to do vet anything is for the drops, its not like its fun.
Thats why theres "fake tanks" and "fake healers" because nobody wants to be there anyway, so they're not going to bother to change their build. 30 seconds is perfect, it means it will be over sooner.
I suppose ZoS could give trial weapons/sets to the golden vendor in cyrodiil instead of everything dropping in normal dungeons making vet useless on top of its already boring not fun existence.
As primarily a NB PVE tank, here's what happened since the game went from v14/16 to CP and beyond:
When I started tanking on a NB< NB tanks had brokenly OP sustain (via SA + Caltrops), were able to evade a lot of damage passively, and had top-tier ultigen thanks to potion passives. Sap tanking was everywhere.
SA proccing off every tick of caltrops got nerfed, rightly, but NB tanks still had great sustain because SA procced off direct damage attacks plus LA/HA and restored both stam and mag. Still able to evade a lot of damage, and, with, the introduction of Tava's meta, best ulti gen amongst tanks. Sap tanking was pretty dead, but we could get stuff done, kind of. Zero group utility beyond the insane ultigen.
Morrowind destroyed NB tank sustain by removing our only source of stam regen while blocking, and NB tank was basically in the toilet endgame-wise, but still fun in dungeons with nerd niche builds like Tava's/War Machine/Bloodspawn, running incap instead of Warhorn for crazy major slayer uptime. Useless in most pug situations, but fun. Evasion and ultigen (together and separately) came to form the NB tank identity. Still no group utility that a NB DPS (which was now strong and always welcome in raids) can provide.
Summerset brought NB tanks back to be able to manage most endgame with a decent heal that, while not burst, does really well in just about everywhere; combined with Vigor and Meditate it's very strong - I can tank backroom Ozara forever, and for the first time I could easily solo backroom Serpent in vSO -- that had always been a pain point before Dark Cloak + Meditate (which, while not a class skill, hell, I'll take it). I don't know if these things are going to be possible without that passive dodge chance -- probably, but it'll be much harder, and it'll feel a lot more pointless.
Because after taking away our sustain and the whole "sap tank" identity, you've now taken away the "avoid the damage" part of our identity. NBs are all about stealth and shadows and avoiding damage, healing preemptively via HoTs and dodging passively rather than have an "oh crap" button and shields. Now you've gone and thrown that in the trash -- sure, we still have our HoTs, and now we can stand in stupid for 3 seconds longer, but it's meaningless. SA returning more resources on heavies -- big whoop, you try doing a gotdamn heavy attack when you have 6 axes on you in vAA; not every trial group in this game has 300K+ DPS, not every group can. And the only Path morph useful for tanks lost its damage portion, which means NBs will have to find another AOE - caltrops, most likely - to maintain axe aggro because why the hell not, am I right? For everything outside that fight, there's Meditate, which is behind a paywall and isn't a NB skill. Siphoning Strikes/Attacks/whatever the hell has been off my bar since before Morrowind, and good riddance.
Other than the superior ultigen (which is still the best in the game thanks to infused traits on jewels + potion cooldown glyphs), there's nothing, no sense of doing something different from the other classes, something that isn't just "stand in one place and don't die" because you sure as hell haven't given us a single way to help a group beyond that.
What are you going to do next? Remove the Shadow Barrier passive and our potion passive and put all crafting skills in the Living Shadow skill advisor? You might as well get it the hell over with and put that in your next incremental.
exeeter702 wrote: »exeeter702 wrote: »Your tank just lost effective use of tava's with this patch - hope that wasn't one of your sets. Also minor vitalitynot 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.
Healthy offering is anything but garbage, it isnt used by tanks or for solo nb, and it gives minor mending not minor vit.
Healthy offering? He/she is talking about swallow soul.
Read their comment again......
Your goal should have been making other classes reach to the point where Nightblades are. But look at what you have done. You did not fix anything by nerfing nightblades. You just ruined another class.
Your goal should have been making other classes reach to the point where Nightblades are. But look at what you have done. You did not fix anything by nerfing nightblades. You just ruined another class.
Ruined? What is ruined? Our damage hasn't changed at all. The only thing that has changed is the sustain for both Magblade and Stamblade and the healing on Magblade. And I highly doubt that you'll notice any sustain difference in raids or in PvP just because the bow proc will cost 1k resources or because the execute will cost 400 more resources per cast. Sure a couple of changes are weird and unnecessary, but Nightblades are under no circumstances ruined.
usmcjdking wrote: »Stamblade will be broken after this patch, especially against medium armor.
Stamsorc basically got a nerf with Hurricane and DB against anything using the new Evasion.
Stamtemp basically got a nerf with Jabs and DB/Sweep against anything using the new Evasion.
Stamdk basically got a nerf with Noxious and Leap against anything using the new Evasion.
Stamwarden basically got a nerf with Shalk and DB against anything using the new Evasion
Stamblade's damage is still through the roof because it's entire toolset is single target oriented and, if anything, will see an increase in efficacy with the removal of passive dodge. Heavy attacks now provide grim focus stacks and provide almost LOLus Flower levels of healing to include additional stam return rivaling redguard passive over time.
There is very little reason to not play a HA stamblade over any other class next patch.