SergeantPink wrote: »That piercing mark nerf is a little too strong. 5 seconds is too short.
The ability will need somthing else if it’s reduced to 5 seconds. Surprise attack already gives Major Fracture, so maybe consider giving it minor fracture instead?
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
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.




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.
SergeantPink wrote: »That piercing mark nerf is a little too strong. 5 seconds is too short.
The ability will need somthing else if it’s reduced to 5 seconds. Surprise attack already gives Major Fracture, so maybe consider giving it minor fracture instead?
NB tanks don't need an extension to dark cloak's minor protection - they need a lot more than that.
They have just lost minor vitality which is +8% healing whilst minor protection will be ~3% damage reduction after mitigation is factored in. (please bare in mind DK get minor vitality AND a 12% passive for extra healing)
NB tanks need a direction, and ZoS to make a decision about them, and ideally actually try tanking with one. Gilliam was excellent and his videos showed they could tank DLC, but they also did not show any CC being used so in a group it would be likely those mobs would be running around killing the DPS/healer. He also said you kinda really need to play Argonian because for tanking, NB sustain is lacking and Argonian makes it a ton easier.
These changes are once again putting NB tanks further away from being viable in ALL content.
Silver_Strider wrote: »6) Have Reaper's Mark restore X Max Magic/Stamina (whichever is lower) upon enemy death, instead of Major Berserk. If effect ends before target dies, restore only 20% of X instead. Again, a sustain buff for the downtrodden NB Tanks that can't catch a break. It's a direct nerf to the DPS potential of this skill with the loss of Major Berserk but honestly, who was using this skill outside of vMA runs, if even that. Even with Piercing Mark being nerfed, it's still the go to morph for PvP purposes and Reaper Mark becoming a half decent sustain tool as well as a means of applying Major Fracture should Ice Staff Tanking come into play, so it seems like an alright adjustment to an otherwise meh skill.
ThatNeonZebraAgain wrote: »Silver_Strider wrote: »6) Have Reaper's Mark restore X Max Magic/Stamina (whichever is lower) upon enemy death, instead of Major Berserk. If effect ends before target dies, restore only 20% of X instead. Again, a sustain buff for the downtrodden NB Tanks that can't catch a break. It's a direct nerf to the DPS potential of this skill with the loss of Major Berserk but honestly, who was using this skill outside of vMA runs, if even that. Even with Piercing Mark being nerfed, it's still the go to morph for PvP purposes and Reaper Mark becoming a half decent sustain tool as well as a means of applying Major Fracture should Ice Staff Tanking come into play, so it seems like an alright adjustment to an otherwise meh skill.
Like all your suggestions except this one. From a tanking perspective, having things that trigger on killing targets isn't helpful since once the boss is dead, the encounter is over. Even when there are adds, worrying about changing your targeting and mental focus to help sustain just makes things harder. NB tanks need sustain improvement during a fight against a single enemy (i.e. the boss -- and no ZOS heavy attacking doesn't count, even with the "buff" to Siphoning).
These patch notes destroy NB build diversity. I see no reason to play a Healer or Tank anymore as a nightblade.
The unique NB Healer role of being able to dish out a little damage has been completely destroyed with Path not being able to do damage and a 50% damage nerf on Funnel Health.
They're basically forcing you to play Stamblade and Magblade (although Magblade took some hits).
I hope that they reverse their thinking on Path and Funnel Health.
Silver_Strider wrote: »ThatNeonZebraAgain wrote: »Silver_Strider wrote: »6) Have Reaper's Mark restore X Max Magic/Stamina (whichever is lower) upon enemy death, instead of Major Berserk. If effect ends before target dies, restore only 20% of X instead. Again, a sustain buff for the downtrodden NB Tanks that can't catch a break. It's a direct nerf to the DPS potential of this skill with the loss of Major Berserk but honestly, who was using this skill outside of vMA runs, if even that. Even with Piercing Mark being nerfed, it's still the go to morph for PvP purposes and Reaper Mark becoming a half decent sustain tool as well as a means of applying Major Fracture should Ice Staff Tanking come into play, so it seems like an alright adjustment to an otherwise meh skill.
Like all your suggestions except this one. From a tanking perspective, having things that trigger on killing targets isn't helpful since once the boss is dead, the encounter is over. Even when there are adds, worrying about changing your targeting and mental focus to help sustain just makes things harder. NB tanks need sustain improvement during a fight against a single enemy (i.e. the boss -- and no ZOS heavy attacking doesn't count, even with the "buff" to Siphoning).
Honestly, Reaper's Mark is the hardest skill to make useful without completely gutting the entire skill as it currently is. I was initially going to make it provide Minor Magic/Stamina Steal but since that would be the only source of Stamina steal, I felt like it would make NB even more powerful than they already. I'd also thought of making it apply Minor Vulnerability but again, DPS would benefit too much from it. The only other suggestion would have been to have it apply Major Maim for a few seconds upon activation (like 3-5 seconds max) but even that has some abusive potential in PvP that I honestly couldn't really make the skill balanced in a way that would suit Tanks best that I ultimately settled for a minor sustain tool that may or may not be helpful.