Update 22 Combat Direction: NB Changes

  • twing1_
    twing1_
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    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.
  • idk
    idk
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    twing1_ wrote: »
    idk wrote: »
    First, who has said? Zos specifically said if it is not coming from them do not take it as fact.

    Second, you are not saying you have "heard" what the full changes to skills are. Ideas in a vacuum will always be lacking.

    ZOS has stated either here on the forums:

    https://forums.elderscrollsonline.com/en/discussion/466792/update-22-combat-direction#latest

    Or at the elsweyr preview event:


    https://www.eso-library.com/core/index.php?chapter-elsweyr-en/

    About halfway down the site:

    Class changes

    The Nightblade is being balanced with regard to "Grim Focus". So the bonus minor frenzy (8% more damage) is completely removed. This means that this bonus can only be obtained from Wardens (Selfbuff with the wings), by Healers (Combat Prayer) or by the skill “Camouflaged Hunter” (Fighters Guild).


    Beyond the info in these links, I have no further information. Everything else (the specific skill changes presented in this post) are only my personal suggestions. They are not predictions and neither are they expectations. They are simply suggestions as to how they can fix some of their stated problem areas.

    As for the link to the forum announcement of changes I did not find anything about changes to NB skills specifically and the other link just mentions the one skill, though you are suggesting changes other skills.

    So what I am saying is if I were Zos I would be ignoring threads like this and wait for feedback on the actual changes were are making.

    They have spent considerable time working on this and not just in the context of a single class, but everything across the board. You were merely lookin at one narrow slice so your suggestions lack the context they are looking at.

    Edit: I am not saying do not offer your ideas to the forums. I am saying they are in a vacuum and are of extremely limited knowledge of what the class, all classes, will look like on the PTS.
    Edited by idk on April 7, 2019 10:30PM
  • twing1_
    twing1_
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    idk wrote: »
    twing1_ wrote: »
    idk wrote: »
    First, who has said? Zos specifically said if it is not coming from them do not take it as fact.

    Second, you are not saying you have "heard" what the full changes to skills are. Ideas in a vacuum will always be lacking.

    ZOS has stated either here on the forums:

    https://forums.elderscrollsonline.com/en/discussion/466792/update-22-combat-direction#latest

    Or at the elsweyr preview event:


    https://www.eso-library.com/core/index.php?chapter-elsweyr-en/

    About halfway down the site:

    Class changes

    The Nightblade is being balanced with regard to "Grim Focus". So the bonus minor frenzy (8% more damage) is completely removed. This means that this bonus can only be obtained from Wardens (Selfbuff with the wings), by Healers (Combat Prayer) or by the skill “Camouflaged Hunter” (Fighters Guild).


    Beyond the info in these links, I have no further information. Everything else (the specific skill changes presented in this post) are only my personal suggestions. They are not predictions and neither are they expectations. They are simply suggestions as to how they can fix some of their stated problem areas.

    As for the link to the forum announcement of changes I did not find anything about changes to NB skills specifically and the other link just mentions the one skill, though you are suggesting changes other skills.

    So what I am saying is if I were Zos I would be ignoring threads like this and wait for feedback on the actual changes were are making.

    They have spent considerable time working on this and not just in the context of a single class, but everything across the board. You were merely lookin at one narrow slice so your suggestions lack the context they are looking at.

    Edit: I am not saying do not offer your ideas to the forums. I am saying they are in a vacuum and are of extremely limited knowledge of what the class, all classes, will look like on the PTS.

    We also took a high level pass at Class abilities, specifically looking for similar/redundant functions within each class's entire tool kit (like Mark Target granting Fracture and Surprise Attack granting Fracture). While we want there to be different abilities that operate similarly in functionality between your class, weapon, guild, and other skill lines, we want to avoid abilities within the same class to provide multiple sources of the same effect(s)

    This quote from the forum post is what I am basing most of my theoretical changes off of. And you have a fair point about me giving suggestions on changes I haven't seen yet.

    But my thought process is that perhaps we haven't seen the full list of changes yet because they haven't made the changes yet. Maybe they are still in the brainstorming phase. And if they are, I would like to get my ideas out there. I feel it would be easier for them to take ideas into consideration before they've made the actual changes rather than go back retroactively and modify the changes they've already made.
    Edited by twing1_ on April 7, 2019 10:36PM
  • Insco851
    Insco851
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    twing1_ wrote: »
    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.

    Point remains, incredibly unneeded nerf to an underperforming subclass. Take it off doubles take.
  • twing1_
    twing1_
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    Insco851 wrote: »
    twing1_ wrote: »
    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.

    Point remains, incredibly unneeded nerf to an underperforming subclass. Take it off doubles take.

    Right now 3 skills grant major expedition, and they want to narrow it down to one. Those three are:

    Path of darkness
    Cripple
    Double take

    I've opted to remove expedition entirely from double take, and give cripple minor expedition.

    I left path of darkness with major expedition, because that is literally the only function of the base level skill. It's morphs add the secondary effects of either dealing small amounts of damage or healing.

    If I left major expedition on cripple, I would have had to remove major expedition from path of darkness, rendering the base level skill useless.
  • idk
    idk
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    I understand what you are trying to do but the two aspects, we do not know the full changes in these areas nor do we know the context, how the other classes are changed.

    Without that there is a lot of meaning lost.
  • fred4
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    Honestly: Far too many suggestions by the OP and an insane wasted effort coming up by ZOS, it seems. This goes against everything many players and many YouTubers have said, including Gilliam the Rogue. Namely this:

    If you make sweeping changes to the combat engine, you're going to create new, unpredicted balance issues.

    ZOS are forever stuck repeating that same mistake. I have no doubt of their overall good intentions, but I can't get the image of at least one cynic in the management department out of my head, whose goal it is for players to forever chase their tails. The goal of these changes is not to achieve balance. It's to give players a new meta to chase.

    I use Incap on my magblade for the stun. It is an important component of my burst combo. Nightblade doesn't actually have burst. It doesn't have the sorc or warden or templar burst where the Curse / Shalks / Power of the Light hits in the same GCD as another skill. When people complain about the many things Incap does, they conveniently forget what it does not do: It does not stack the damage of 2 skills within a single GCD. Incap is so cheap and so heavily overloaded, because that is how stamblades (and some magblades) achieve their burst instead. Is it still a little overtuned, bearing in mind it was already nerfed twice? Possibly, but mess with it too much and watch how quickly the class will turn to garbage.

    Furthermore, the stipulations that skills shouldn't be overloaded and shouldn't provide overlapping buffs are both daft. There is no real reason to use those as guiding principles other than to make the class designer's life easier. Somewhat understandable when designing new classes, but we have a lot of precedent and knowledge about the existing classes, which should obviate that concern. The real problem of providing similar buffs with different skills has already been solved via the Major / Minor system.

    Many skills are deliberately multi-purpose. They may facilitate a playstyle, for example a kiting playstyle via the damage, DOT, root, snare and expedition of Crippling Grasp. They may also stack unrelated buffs - Race Against Time comes to mind - to make it worth justifying their existance within the limited bar space. When I hear of the simplifications ZOS are about to make, I fear that combat will become more bland and generic.
  • ChefZero
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    twing1_ wrote: »
    2. Mark Target should lose major fracture/breach, and instead grant minor berserk against the marked target. An additional change that is a second priority would be if mark target also lost its duration, and instead became a toggle ability that can still only be cast on one target at a time.

    That doesn't work. It isn't the way how major/minor buffs work in this game.
    Edited by ChefZero on April 8, 2019 9:00AM
    PC EU - DC only
  • Tommy_The_Gun
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    twing1_ wrote: »
    Insco851 wrote: »
    twing1_ wrote: »
    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.

    Point remains, incredibly unneeded nerf to an underperforming subclass. Take it off doubles take.

    Right now 3 skills grant major expedition, and they want to narrow it down to one. Those three are:

    Path of darkness
    Cripple
    Double take

    The problen here is that although those skills provide major expedition buff, they all operate differently.

    - Path of darkness - AOE that provide buff for you & your allies.
    - Cripple - single target, requires a target to cast.
    - Double take - is just a self-buff, does not break stealth / invisibility.

    It is very important to remember that each of those skills come from different NB skill "tree" and when sloted, they trigger different NB class passives.
    Also, they have different cost. So basically, even a slight change can potentially f**k up many players builds even though it may not be intendet.
  • twing1_
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    twing1_ wrote: »
    Insco851 wrote: »
    twing1_ wrote: »
    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.

    Point remains, incredibly unneeded nerf to an underperforming subclass. Take it off doubles take.

    Right now 3 skills grant major expedition, and they want to narrow it down to one. Those three are:

    Path of darkness
    Cripple
    Double take

    The problen here is that although those skills provide major expedition buff, they all operate differently.

    - Path of darkness - AOE that provide buff for you & your allies.
    - Cripple - single target, requires a target to cast.
    - Double take - is just a self-buff, does not break stealth / invisibility.

    It is very important to remember that each of those skills come from different NB skill "tree" and when sloted, they trigger different NB class passives.
    Also, they have different cost. So basically, even a slight change can potentially f**k up many players builds even though it may not be intendet.

    Yes I understand. But mark target and surprise attack both applying major fracture are in a very similar scenario, yet ZOS themselves has declared it a problem area.
  • Nerftheforums
    Nerftheforums
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    twing1_ wrote: »
    Insco851 wrote: »
    twing1_ wrote: »
    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.

    Point remains, incredibly unneeded nerf to an underperforming subclass. Take it off doubles take.

    Right now 3 skills grant major expedition, and they want to narrow it down to one. Those three are:

    Path of darkness
    Cripple
    Double take

    I've opted to remove expedition entirely from double take, and give cripple minor expedition.

    I left path of darkness with major expedition, because that is literally the only function of the base level skill. It's morphs add the secondary effects of either dealing small amounts of damage or healing.

    If I left major expedition on cripple, I would have had to remove major expedition from path of darkness, rendering the base level skill useless.

    Removing major expedition from cripple? Have you ever played magnb in pvp? What are you even talking about?
    Path of darkness is a dead skill cause its healing is barely superior than rapid regen and the expedition it gives is useless since with expedition you aim to move, and not stay static in a place to camp your path. It used to be good because it proced skoria and added a bit of pressure, revealing nbs for stealth. Leaving expedition on that skill and nerfing cripple would not make the former more appealing. That's how zos reasons and tbh it's the reason why so many skill have been nerfed. Don't go zos mentality, because once you go zos, you never come back.
  • Insco851
    Insco851
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    twing1_ wrote: »
    Insco851 wrote: »
    twing1_ wrote: »
    Insco851 wrote: »
    Insco851 wrote: »
    Squish magblades would really like to keep maim on fear.

    Also removing the major expedition from cripple would be going in the wrong direction for magblades. Cripple expedition is essentially an alternate gap closer for melee blades, while also having defensive uses to escape... I mean it’s a NB after all.

    It's the most likely skill to loss Major Expedition on NB though. Path was made NB's "utility" and that utility is Major Expedition, which by ZOS logic means the Major Expedition on Cripple and Blur are meaningless fluff, despite their practical implications and are most likely to be cut in the overhaul.

    Just seems like an overall nerf to magblade. Doesn’t affect the over performing Stam brother at all.

    Roll woodelf, bow vigor dodge roll.... dudes in the next county over.

    Magblade.... cripple to path to close the gap for your melee ults... joy.... and when you need to get away, you run in a straight fkn line LOL.

    Bet

    Lotus fan exists as a gap closer too. Doesn't exactly act as a get away though.

    Point remains, incredibly unneeded nerf to an underperforming subclass. Take it off doubles take.

    Right now 3 skills grant major expedition, and they want to narrow it down to one. Those three are:

    Path of darkness
    Cripple
    Double take

    I've opted to remove expedition entirely from double take, and give cripple minor expedition.

    I left path of darkness with major expedition, because that is literally the only function of the base level skill. It's morphs add the secondary effects of either dealing small amounts of damage or healing.

    If I left major expedition on cripple, I would have had to remove major expedition from path of darkness, rendering the base level skill useless.

    Removing major expedition from cripple? Have you ever played magnb in pvp? What are you even talking about?
    Path of darkness is a dead skill cause its healing is barely superior than rapid regen and the expedition it gives is useless since with expedition you aim to move, and not stay static in a place to camp your path. It used to be good because it proced skoria and added a bit of pressure, revealing nbs for stealth. Leaving expedition on that skill and nerfing cripple would not make the former more appealing. That's how zos reasons and tbh it's the reason why so many skill have been nerfed. Don't go zos mentality, because once you go zos, you never come back.


    +10000000
  • twing1_
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    @Insco851 @Nerftheforums

    I've decided to keep major expedition on cripple, and instead I've entirely reworked the path of darkness skill into "aura of darkness", which supplies minor expedition.

    8. Path of Darkness should be reworked into "Aura of Darkness". This would change the skill into a self-centered buff rather than a ground based AoE. It would supply a damage shield and Minor Expedition (not major) for the duration. Damage morph would damage nearby enemies when the shield takes damage, healing morph would heal self and allies when the shield takes damage.

    Reasoning:
    This skill needs a rework. The base skill provides a mobility bonus to the user and allies, but only while standing in a very narrow AoE. Buffing mobility while at the same time restricting that buff to a very small area is counterproductive. Allowing the ability to be self-centered allows the boon to mobility to be used to its fullest potential. Since Major Expedition is already being granted by cripple, it would be redundant on this skill. Therefore this skill is nerfed to supply minor expedition, but a damage shield is also added in compensation. Magicka NB survivability needs a boost, and this would help them greatly in this area. This is what the reworked skill would look like:

    Aura of Darkness
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.

    Twisted Aura
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.
    -When the shield takes damage, deal [y] magic damage to nearby enemies. This can occur once every second.

    Refreshing Aura
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.
    -When the shield takes damage, heal yourself and nearby allies for [y]. This can occur once every second.
    Edited by twing1_ on April 8, 2019 6:52PM
  • twing1_
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    ChefZero wrote: »
    twing1_ wrote: »
    2. Mark Target should lose major fracture/breach, and instead grant minor berserk against the marked target. An additional change that is a second priority would be if mark target also lost its duration, and instead became a toggle ability that can still only be cast on one target at a time.

    That doesn't work. It isn't the way how major/minor buffs work in this game.

    You're totally right. I edited the post to let mark target apply minor vulnerability to the marked target instead.
  • Iron_Blurr
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    twing1_ wrote: »
    TL;DR
    These are my suggested changes in attempts at balancing the nb class in accordance to the new U22 Combat Direction:

    1. Veiled Strike and Blur should swap places in their respective skill trees. This would put Veiled Strike and it's morphs (surprise attack/concealed weapon) in the assassination skill tree, and Blur and its morphs (mirage/double take) in the shadow skill tree.

    2. Mark Target should lose major fracture/breach, and instead apply minor vulnerability to the marked target.

    3. Concealed weapon should apply major breach on the enemy.

    4. Manifestation of terror should "instill enemies in fear, holding them in place" (like the new necromancer cc) and also allow multiple allies to trigger a DoT synergy.

    5. Incapacitating strike should no longer stun, but at 120 ultimate should deal increased damage.

    6. Dark cloak should heal 8% max health every second, not 32% health over 3 seconds.

    7. Double take should grant snare removal and immunity for a short duration instead of providing major expedition.

    8. Path of Darkness should be reworked into "Aura of Darkness". This would change the skill into a self-centered buff rather than a ground based AoE. It would supply a damage shield and Minor Evasion (not major) for the duration. Damage morph would damage nearby enemies when the shield takes damage, healing morph would heal self and allies when the shield takes damage.

    9. Mass Hysteria should grant Minor Intellect for 10 seconds after the fear ends instead of applying minor maim on the enemies affected.

    It's clear from the "Update 22 Combat Direction" thread that stamina night blades are going to be looked at and rebalanced, as they should. Stamina NB, relative to most other classes and even to Magicka NB, have been dominant for quite some time in PvP. A large part of that is due to their combination of easy survivability (rally, vigor, free major resolve/ward) and burst-heavy skills like incapacitating strike, surprise attack, and relentless focus. Many have probably already heard that the latter is losing its minor berserk component, and the new combat direction makes it sound an awful lot like these other nb offensive skills will be taken a look at as well. So, if it's not too late, I'd like to throw out a few suggestions in efforts of balancing the class.

    In these suggestions, I hope to bring the NB class (specifically stamina NB) more in line with alternative options, while at the same time maintaining their class identity as a high damage potential, all or nothing assassin type. I will also be using the notes in the Update 22 Combat Direction post as guidelines.

    Problem Areas, according to U22 Combat Direction
    1. Some skills are loaded with functionality, others are not. Both the damage and functionality of a particular skill must be more or less in line with with the damage and functionality of other skills. In the case of NB, this probably means skills are going to be getting nerfed because their toolkit is full of loaded skills. The supposed upcoming changes to grim focus is evidence of this.
    2. Redundancy in class toolkit. If one ability already performs a function, that function should not be performed by other abilities in the same class. For NB, surprise attack granting major fracture and mark target also granting major fracture was brought up. For reference, NB has three instances of major expedition (double take, path of darkness, cripple), two instances of major fracture (surprise attack, mark target), and two instances of minor maim (summon shade, mass hysteria). I will address these in my changes.

    Problems Areas in my Opinion
    1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability.
    2. Offensive power is not distributed equally between the offensive abilities of the NB class. Grim focus was a prime example of this, providing both the single most powerful burst ability and also the strong passive of 8% damage done (minor berserk). ZOS has supposedly already adjusted this ability, but redistribution in other areas is still necessary.

    My Suggestions

    1. Veiled Strike and Blur should swap places in their respective skill trees. This would put Veiled Strike and it's morphs (surprise attack/concealed weapon) in the assassination skill tree, and Blur and its morphs (mirage/double take) in the shadow skill tree

    Reasoning:
    This is priority number one. The shadow passive, shadow barrier, grants 6 seconds of major resolve and ward upon use of a shadow ability. As it currently stands, surprise attack is an offensively loaded ability (strong burst spammable, also grants major fracture) and, as a shadow ability, it also grants the user major ward and resolve. It doesn't make sense for an ability that is so offensively stacked to also be the class source of major ward/resolve. In the case of stamina nb (which uses it as a spammable), this guarantees 100% uptime of major ward/resolve, free of cost. Switching it over to the assassination tree would make it a lot harder for stamina nb to achieve this by requiring them to cast a magicka ability every 6 seconds. It makes even less sense that this offensive ability is found on the tank skill tree, while the defensive ability, Blur, is found on the damage dealer skill tree. The switch needs to happen.

    2. Mark Target should lose major fracture/breach, and instead apply minor vulnerability to the marked target.

    Reasoning:
    The removal of fracture is necessary on either mark target or surprise attack. Given my defensive nerf to surprise attack, I opted to remove fracture from Mark. Putting minor vulnerability in its place allows the ability to keep its current function without the redundancy.

    3. Concealed weapon should apply major breach on the enemy.

    Reasoning:
    With the removal of major breach on mark target comes an opportunity to put major breach on concealed weapon to better match its stamina counterpart, surprise attack. Magicka NB are falling behind their stamina counterparts, and a large part of that is the magicka spammable being inferior to the stamina one. This change would remedy that. It would also fall nicely in line with abilities of other classes (like warden beetles) in which the magicka morph grants breach and the stamina morph grants fracture.

    4. Manifestation of terror should "instill enemies in fear, holding them in place" (like the new necromancer cc) and also allow multiple allies to trigger a DoT synergy.

    Reasoning:
    Mass hysteria does everything manifestation of terror does, but is also easier to use. Introducing the inconvenience of an arm time to the fear traps should be balanced by providing increased utility relative to the instant cast of mass hysteria. Giving it both a hard cc and a group synergy gives the class access to two things it is currently lacking, and greatly improves the viability of NB PvE tanks.

    5. Incapacitating strike should no longer stun, but at 120 ultimate should deal increased damage.

    Reasoning:
    Incapacitating strike is stacked. It not only provides great burst (through direct damage and also increased damage for a period of time), but it also provides major defile and on top of that also a crowd control. Something has to go. Given that nb already have access to a very strong cc in mass hysteria, I felt the best option was to remove the stun. In compensation, it will maintain its secondary effect criteria: if cast above 120 ultimate, the damage is increased. This should help balance soul harvest against incapacitating strike too, as magicka nb often run incap over the magicka version specifically for the crowd control.

    6. Dark cloak should heal 8% max health every second for 3 seconds (24% total), not 32% max health over 3 seconds.

    Reasoning:
    This is admittedly more of an annoyance to me than anything else, but right now putting points into the passive skill dark veil is actually nerfing dark cloak. Dark veil increases the duration of shadow abilities by 15%. In the case of dark cloak, this means it takes 15% longer to heal 32% of your max health when you put points into it, making it quite counter productive. Letting dark cloak heal a % of health per tick allows it to be scaled positively with dark veil. I've nerfed the value of the heal to bring it back down closer to the value of the heals on other classes (green dragon blood heals for 33% of missing health, it doesn't make sense that dark cloak should heal for more than that given its relative ease of use).

    7. Double take should grant snare removal and immunity for a short duration instead of providing major expedition.

    Reasoning:
    Major expedition is already accessible through cripple and its morphs, so it is redundant on double take. The addition of snare removal and immunity in its place gives magicka nb access to it, bringing them closer on par to their stamina counterparts who have access to snare removal and immunity through shuffle.

    8. Path of Darkness should be reworked into "Aura of Darkness". This would change the skill into a self-centered buff rather than a ground based AoE. It would supply a damage shield and Minor Expedition (not major) for the duration. Damage morph would damage nearby enemies when the shield takes damage, healing morph would heal self and allies when the shield takes damage. This is what the reworked skill would look like:

    Aura of Darkness
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.

    Twisted Aura
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.
    -When the shield takes damage, deal [y] magic damage to nearby enemies. This can occur once every second.

    Refreshing Aura
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.
    -When the shield takes damage, heal yourself and nearby allies for [y]. This can occur once every second.

    Reasoning:
    This skill needs a rework. The base skill provides a mobility bonus to the user and allies, but only while standing in a very narrow AoE. Buffing mobility while at the same time restricting that buff to a very small area is counterproductive. Allowing the ability to be self-centered allows the boon to mobility to be used to its fullest potential. Since Major Expedition is already being granted by cripple, it would be redundant on this ability. Therefore this is nerfed down to minor expedition, but a damage shield is also added in compensation. Magicka NB survivability needs a boost, and this would help them greatly in this regard.

    9. Mass Hysteria should grant Minor Intellect for 10 seconds after the fear ends instead of applying minor maim on the enemies affected.

    Reasoning:
    Minor maim is already applied by summon shade and it's morphs, so it would be redundant on this ability. Having the skill provide minor intellect for the caster instead provides a small bonus to magicka regeneration to help recover the cost of the ability.

    Conclusion
    By emphasizing the NB's offensive capabilities (though not too extremely) and taking away some of its survivability, I feel this changes would bring it better in line with most of the other classes. These changes would also better balance mag nb against the dominating stam nb, without drastically altering either variant. Obviously, these changes are very unofficial, but I hope they are given serious consideration.

    I agree with most of your changes but i dont like the nerf to dark cloak. Nightblade tanks have a weaker heal than most other tanks. I agree that it should tick consistently but dont want a nerf to the healing. You brought up green dragon blood as a comparison but didnt consider the fact that gdb is a burst heal that gives minor vitality. A dk can cast igneous for major mending and then spam a few gdb for more healing than a nightblade could dream of. Im a nightblade tank main and i can tell you for sure having your heal be a hot instead of a burst heal is way harder to manage since you have to anticipate damage rather than react to it.
  • Iron_Blurr
    Iron_Blurr
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    Iskiab wrote: »
    Meh, mass hysteria providing minor maim > shade. Mass hysteria is one of the best NB utility abilities, shade is just used for the port.

    I think dark shade should keep minor maim though. Consider the fact that a nightblade tank (pve) should be stacking adds together not fearing them so they scatter..
  • twing1_
    twing1_
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    Iron_Blurr wrote: »
    twing1_ wrote: »
    TL;DR
    These are my suggested changes in attempts at balancing the nb class in accordance to the new U22 Combat Direction:

    1. Veiled Strike and Blur should swap places in their respective skill trees. This would put Veiled Strike and it's morphs (surprise attack/concealed weapon) in the assassination skill tree, and Blur and its morphs (mirage/double take) in the shadow skill tree.

    2. Mark Target should lose major fracture/breach, and instead apply minor vulnerability to the marked target.

    3. Concealed weapon should apply major breach on the enemy.

    4. Manifestation of terror should "instill enemies in fear, holding them in place" (like the new necromancer cc) and also allow multiple allies to trigger a DoT synergy.

    5. Incapacitating strike should no longer stun, but at 120 ultimate should deal increased damage.

    6. Dark cloak should heal 8% max health every second, not 32% health over 3 seconds.

    7. Double take should grant snare removal and immunity for a short duration instead of providing major expedition.

    8. Path of Darkness should be reworked into "Aura of Darkness". This would change the skill into a self-centered buff rather than a ground based AoE. It would supply a damage shield and Minor Evasion (not major) for the duration. Damage morph would damage nearby enemies when the shield takes damage, healing morph would heal self and allies when the shield takes damage.

    9. Mass Hysteria should grant Minor Intellect for 10 seconds after the fear ends instead of applying minor maim on the enemies affected.

    It's clear from the "Update 22 Combat Direction" thread that stamina night blades are going to be looked at and rebalanced, as they should. Stamina NB, relative to most other classes and even to Magicka NB, have been dominant for quite some time in PvP. A large part of that is due to their combination of easy survivability (rally, vigor, free major resolve/ward) and burst-heavy skills like incapacitating strike, surprise attack, and relentless focus. Many have probably already heard that the latter is losing its minor berserk component, and the new combat direction makes it sound an awful lot like these other nb offensive skills will be taken a look at as well. So, if it's not too late, I'd like to throw out a few suggestions in efforts of balancing the class.

    In these suggestions, I hope to bring the NB class (specifically stamina NB) more in line with alternative options, while at the same time maintaining their class identity as a high damage potential, all or nothing assassin type. I will also be using the notes in the Update 22 Combat Direction post as guidelines.

    Problem Areas, according to U22 Combat Direction
    1. Some skills are loaded with functionality, others are not. Both the damage and functionality of a particular skill must be more or less in line with with the damage and functionality of other skills. In the case of NB, this probably means skills are going to be getting nerfed because their toolkit is full of loaded skills. The supposed upcoming changes to grim focus is evidence of this.
    2. Redundancy in class toolkit. If one ability already performs a function, that function should not be performed by other abilities in the same class. For NB, surprise attack granting major fracture and mark target also granting major fracture was brought up. For reference, NB has three instances of major expedition (double take, path of darkness, cripple), two instances of major fracture (surprise attack, mark target), and two instances of minor maim (summon shade, mass hysteria). I will address these in my changes.

    Problems Areas in my Opinion
    1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability.
    2. Offensive power is not distributed equally between the offensive abilities of the NB class. Grim focus was a prime example of this, providing both the single most powerful burst ability and also the strong passive of 8% damage done (minor berserk). ZOS has supposedly already adjusted this ability, but redistribution in other areas is still necessary.

    My Suggestions

    1. Veiled Strike and Blur should swap places in their respective skill trees. This would put Veiled Strike and it's morphs (surprise attack/concealed weapon) in the assassination skill tree, and Blur and its morphs (mirage/double take) in the shadow skill tree

    Reasoning:
    This is priority number one. The shadow passive, shadow barrier, grants 6 seconds of major resolve and ward upon use of a shadow ability. As it currently stands, surprise attack is an offensively loaded ability (strong burst spammable, also grants major fracture) and, as a shadow ability, it also grants the user major ward and resolve. It doesn't make sense for an ability that is so offensively stacked to also be the class source of major ward/resolve. In the case of stamina nb (which uses it as a spammable), this guarantees 100% uptime of major ward/resolve, free of cost. Switching it over to the assassination tree would make it a lot harder for stamina nb to achieve this by requiring them to cast a magicka ability every 6 seconds. It makes even less sense that this offensive ability is found on the tank skill tree, while the defensive ability, Blur, is found on the damage dealer skill tree. The switch needs to happen.

    2. Mark Target should lose major fracture/breach, and instead apply minor vulnerability to the marked target.

    Reasoning:
    The removal of fracture is necessary on either mark target or surprise attack. Given my defensive nerf to surprise attack, I opted to remove fracture from Mark. Putting minor vulnerability in its place allows the ability to keep its current function without the redundancy.

    3. Concealed weapon should apply major breach on the enemy.

    Reasoning:
    With the removal of major breach on mark target comes an opportunity to put major breach on concealed weapon to better match its stamina counterpart, surprise attack. Magicka NB are falling behind their stamina counterparts, and a large part of that is the magicka spammable being inferior to the stamina one. This change would remedy that. It would also fall nicely in line with abilities of other classes (like warden beetles) in which the magicka morph grants breach and the stamina morph grants fracture.

    4. Manifestation of terror should "instill enemies in fear, holding them in place" (like the new necromancer cc) and also allow multiple allies to trigger a DoT synergy.

    Reasoning:
    Mass hysteria does everything manifestation of terror does, but is also easier to use. Introducing the inconvenience of an arm time to the fear traps should be balanced by providing increased utility relative to the instant cast of mass hysteria. Giving it both a hard cc and a group synergy gives the class access to two things it is currently lacking, and greatly improves the viability of NB PvE tanks.

    5. Incapacitating strike should no longer stun, but at 120 ultimate should deal increased damage.

    Reasoning:
    Incapacitating strike is stacked. It not only provides great burst (through direct damage and also increased damage for a period of time), but it also provides major defile and on top of that also a crowd control. Something has to go. Given that nb already have access to a very strong cc in mass hysteria, I felt the best option was to remove the stun. In compensation, it will maintain its secondary effect criteria: if cast above 120 ultimate, the damage is increased. This should help balance soul harvest against incapacitating strike too, as magicka nb often run incap over the magicka version specifically for the crowd control.

    6. Dark cloak should heal 8% max health every second for 3 seconds (24% total), not 32% max health over 3 seconds.

    Reasoning:
    This is admittedly more of an annoyance to me than anything else, but right now putting points into the passive skill dark veil is actually nerfing dark cloak. Dark veil increases the duration of shadow abilities by 15%. In the case of dark cloak, this means it takes 15% longer to heal 32% of your max health when you put points into it, making it quite counter productive. Letting dark cloak heal a % of health per tick allows it to be scaled positively with dark veil. I've nerfed the value of the heal to bring it back down closer to the value of the heals on other classes (green dragon blood heals for 33% of missing health, it doesn't make sense that dark cloak should heal for more than that given its relative ease of use).

    7. Double take should grant snare removal and immunity for a short duration instead of providing major expedition.

    Reasoning:
    Major expedition is already accessible through cripple and its morphs, so it is redundant on double take. The addition of snare removal and immunity in its place gives magicka nb access to it, bringing them closer on par to their stamina counterparts who have access to snare removal and immunity through shuffle.

    8. Path of Darkness should be reworked into "Aura of Darkness". This would change the skill into a self-centered buff rather than a ground based AoE. It would supply a damage shield and Minor Expedition (not major) for the duration. Damage morph would damage nearby enemies when the shield takes damage, healing morph would heal self and allies when the shield takes damage. This is what the reworked skill would look like:

    Aura of Darkness
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.

    Twisted Aura
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.
    -When the shield takes damage, deal [y] magic damage to nearby enemies. This can occur once every second.

    Refreshing Aura
    -Grants a damage shield that absorbs [x] damage over 6 seconds. Grants minor expedition for the duration.
    -When the shield takes damage, heal yourself and nearby allies for [y]. This can occur once every second.

    Reasoning:
    This skill needs a rework. The base skill provides a mobility bonus to the user and allies, but only while standing in a very narrow AoE. Buffing mobility while at the same time restricting that buff to a very small area is counterproductive. Allowing the ability to be self-centered allows the boon to mobility to be used to its fullest potential. Since Major Expedition is already being granted by cripple, it would be redundant on this ability. Therefore this is nerfed down to minor expedition, but a damage shield is also added in compensation. Magicka NB survivability needs a boost, and this would help them greatly in this regard.

    9. Mass Hysteria should grant Minor Intellect for 10 seconds after the fear ends instead of applying minor maim on the enemies affected.

    Reasoning:
    Minor maim is already applied by summon shade and it's morphs, so it would be redundant on this ability. Having the skill provide minor intellect for the caster instead provides a small bonus to magicka regeneration to help recover the cost of the ability.

    Conclusion
    By emphasizing the NB's offensive capabilities (though not too extremely) and taking away some of its survivability, I feel this changes would bring it better in line with most of the other classes. These changes would also better balance mag nb against the dominating stam nb, without drastically altering either variant. Obviously, these changes are very unofficial, but I hope they are given serious consideration.

    I agree with most of your changes but i dont like the nerf to dark cloak. Nightblade tanks have a weaker heal than most other tanks. I agree that it should tick consistently but dont want a nerf to the healing. You brought up green dragon blood as a comparison but didnt consider the fact that gdb is a burst heal that gives minor vitality. A dk can cast igneous for major mending and then spam a few gdb for more healing than a nightblade could dream of. Im a nightblade tank main and i can tell you for sure having your heal be a hot instead of a burst heal is way harder to manage since you have to anticipate damage rather than react to it.

    I, too, main a NB PvE tank so am very familiar with it. I agree, in PvE it doesn't need a nerf, but right now in PvP there are a few builds that are abusing it.

    I initially posted that it should heal 10% health/second, but got chewed out on the class discord for it. Though I suppose it doesn't hurt to keep the proposal at around the same value it's currently at and letting ZOS deal with the intricacies of number balancing.

    I've changed it back to 10%/s.
  • Iskiab
    Iskiab
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    ✭✭✭
    Iron_Blurr wrote: »
    Iskiab wrote: »
    Meh, mass hysteria providing minor maim > shade. Mass hysteria is one of the best NB utility abilities, shade is just used for the port.

    I think dark shade should keep minor maim though. Consider the fact that a nightblade tank (pve) should be stacking adds together not fearing them so they scatter..

    True, but I would counter that minor maim isn’t doing much anyways on a tank with how damage is calculated. It’s 15% after mitigation if I’m not mistaken. So if you’re hit by an ability that does 30k damage and are at 80% mitigation from blocking it’ll reduce the hit from 6k to 5100?

    It’s a lot more important in pvp for light armour magblades who have difficulty raising their resistances and people run pen. It’s the lower resistances builds that need protection and maim.

    If both roles use minor maim from different sources I don’t really see this as an either or issue. They should just leave both abilities giving minor maim.
    Edited by Iskiab on April 8, 2019 10:09PM
    Looking for any guildies I used to play with:
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    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • kaithuzar
    kaithuzar
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    @twing1_

    I quoted your statements rather than hitting reply.

    "1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability"

    My response:
    No mention of dodge roll? The mitigation provided by dodge roll (often through skill, or spam-ability), combined with the mitigation from cloak (also through the aforementioned), is in my opinion the biggest defensive combination for fight against. Nice vigor/rally ticks are just icing on the cake.


    "2. Offensive power is not distributed equally between the offensive abilities of the NB classOffensive power is not distributed equally between the offensive abilities of the NB class"

    My response:
    While true, the issue is that Grim Focus/Merciless resolve has become an almost useless skill due to the ease of blocking/evading/absorbing/reflecting the attack. So, if you're excluding that specific skill I think there is OK balance amongst the rest of the skills, yet imbalanced in comparison to how effective they are when compared to other classes.


    "1. Veiled Strike and Blur should swap places in their respective skill trees."

    My response:
    I agree, however, I don't think it'll make that much of a difference due to cloak keeping the up-time for ward & resolve passives. Maybe, because stamina users occasionally run with small magicka pools, it will increase balance slightly, but I think most stamina users will just run shackle or amberplasm same as magicka users.


    Everything else, I either agree with or am indifferent towards.
    Edited by kaithuzar on April 8, 2019 10:10PM
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  • twing1_
    twing1_
    ✭✭✭✭
    Iskiab wrote: »
    Iron_Blurr wrote: »
    Iskiab wrote: »
    Meh, mass hysteria providing minor maim > shade. Mass hysteria is one of the best NB utility abilities, shade is just used for the port.

    I think dark shade should keep minor maim though. Consider the fact that a nightblade tank (pve) should be stacking adds together not fearing them so they scatter..

    True, but I would counter that minor maim isn’t doing much anyways on a tank with how damage is calculated. It’s 15% after mitigation if I’m not mistaken. So if you’re hit by an ability that does 30k damage and are at 80% mitigation from blocking it’ll reduce the hit from 6k to 5100?

    It’s a lot more important in pvp for light armour magblades who have difficulty raising their resistances and people run pen.

    If both roles use minor maim from different sources I don’t really see this as an either or issue. They should just leave both abilities giving minor maim.

    They should, but they won't. ZOS has made it clear they want only one source of a particular effect per class.

    Also, dont mag Nb typically run shadow image in PvP anyway for the teleport? I know it's broken right now, but after they fix it (hopefully soon) the lack of minor maim on mass hysteria should be a non issue.
  • twing1_
    twing1_
    ✭✭✭✭
    kaithuzar wrote: »
    @twing1_

    I quoted your statements rather than hitting reply.

    "1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability"

    My response:
    No mention of dodge roll? The mitigation provided by dodge roll (often through skill, or spam-ability), combined with the mitigation from cloak (also through the aforementioned), is in my opinion the biggest defensive combination for fight against. Nice vigor/rally ticks are just icing on the cake.


    "2. Offensive power is not distributed equally between the offensive abilities of the NB classOffensive power is not distributed equally between the offensive abilities of the NB class"

    My response:
    While true, the issue is that Grim Focus/Merciless resolve has become an almost useless skill due to the ease of blocking/evading/absorbing/reflecting the attack. So, if you're excluding that specific skill I think there is OK balance amongst the rest of the skills, yet imbalanced in comparison to how effective they are when compared to other classes.


    "1. Veiled Strike and Blur should swap places in their respective skill trees."

    My response:
    I agree, however, I don't think it'll make that much of a difference due to cloak keeping the up-time for ward & resolve passives. Maybe, because stamina users occasionally run with small magicka pools, it will increase balance slightly, but I think most stamina users will just run shackle or amberplasm same as magicka users.


    Everything else, I either agree with or am indifferent towards.

    I left dodge roll out because that's technically available to all classes, and all builds. I emphasized the free ward/resolve and rally/vigor because these are things only stamina nb take advantage of, and not magicka nb (because magicka nb don't use concealed weapon and don't use 2h and vigor). While I do agree that these are just icing on the cake so to speak, I was really just trying to emphasize the that stamina nb in particular have a greater access to survivability than mag nb.

    Some other examples of stacked abilities in the nb toolkit:
    -surprise attack (strong burst, major fracture, major ward/resolve)
    -incapacitating strike (strong burst, stun, defile, 20% damage increase. I get that it's an ultimate, but it's cost is so low it can be used in almost every encounter)

    These are the only two that stand out to me (after grim focus loses its berserk) that need nerfs. The rest are fairly in line, and my changes to other skills are only to reduce redundancy in the class toolkit.

    And yes, 100% uptime on major ward/resolve would still be attainable on a stamblade after these changes, but it would be harder to both sustain and maintain (as it would require a constant internal timer of needing to cloak/teleport/fear every 6 seconds, and doing so would put a massive strain on their magicka pools)
  • Iskiab
    Iskiab
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    ✭✭✭
    twing1_ wrote: »
    Iskiab wrote: »
    Iron_Blurr wrote: »
    Iskiab wrote: »
    Meh, mass hysteria providing minor maim > shade. Mass hysteria is one of the best NB utility abilities, shade is just used for the port.

    I think dark shade should keep minor maim though. Consider the fact that a nightblade tank (pve) should be stacking adds together not fearing them so they scatter..

    True, but I would counter that minor maim isn’t doing much anyways on a tank with how damage is calculated. It’s 15% after mitigation if I’m not mistaken. So if you’re hit by an ability that does 30k damage and are at 80% mitigation from blocking it’ll reduce the hit from 6k to 5100?

    It’s a lot more important in pvp for light armour magblades who have difficulty raising their resistances and people run pen.

    If both roles use minor maim from different sources I don’t really see this as an either or issue. They should just leave both abilities giving minor maim.

    They should, but they won't. ZOS has made it clear they want only one source of a particular effect per class.

    Also, dont mag Nb typically run shadow image in PvP anyway for the teleport? I know it's broken right now, but after they fix it (hopefully soon) the lack of minor maim on mass hysteria should be a non issue.

    I don’t as a pvp healer. When I need to escape I typically have 2–3 players on me and am loaded up with dots. There’s a travel time on the port and have ended my port dead. I’ve had a lot more success with mass hysteria, dodge rolling, and going into cloak to suppress the dots. I expect to have major defile on me as well so running hots doesn’t help and refreshing path is too small to help with healing.

    Besides, mass hysteria is aoe and the shade is 1 target.
    Edited by Iskiab on April 8, 2019 10:23PM
    Looking for any guildies I used to play with:
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  • twing1_
    twing1_
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    Iskiab wrote: »
    twing1_ wrote: »
    Iskiab wrote: »
    Iron_Blurr wrote: »
    Iskiab wrote: »
    Meh, mass hysteria providing minor maim > shade. Mass hysteria is one of the best NB utility abilities, shade is just used for the port.

    I think dark shade should keep minor maim though. Consider the fact that a nightblade tank (pve) should be stacking adds together not fearing them so they scatter..

    True, but I would counter that minor maim isn’t doing much anyways on a tank with how damage is calculated. It’s 15% after mitigation if I’m not mistaken. So if you’re hit by an ability that does 30k damage and are at 80% mitigation from blocking it’ll reduce the hit from 6k to 5100?

    It’s a lot more important in pvp for light armour magblades who have difficulty raising their resistances and people run pen.

    If both roles use minor maim from different sources I don’t really see this as an either or issue. They should just leave both abilities giving minor maim.

    They should, but they won't. ZOS has made it clear they want only one source of a particular effect per class.

    Also, dont mag Nb typically run shadow image in PvP anyway for the teleport? I know it's broken right now, but after they fix it (hopefully soon) the lack of minor maim on mass hysteria should be a non issue.

    I don’t as a pvp healer. When I need to escape I typically have 2–3 players on me and am loaded up with dots. There’s a travel time on the port and have ended my port dead. I’ve had a lot more success with mass hysteria, dodge rolling, and going into cloak to suppress the dots. I expect to have major defile on me as well so running hots doesn’t help and refreshing path is too small to help with healing.

    Besides, mass hysteria is aoe and the shade is 1 target.

    I understand that removing maim from hysteria will hurt you, but the alternative (taking maim off of shade) would be even more detrimental to nb tank builds. Additionally, shade has a greater claim to maim because its base level ability and both of its morphs apply it, not just a single morph.

    It sucks, but if one of the abilities absolutely has to lose maim, mass hysteria's instance of it is a necessary casualty.
  • Iskiab
    Iskiab
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    We’ll see what they decide to do. A lot of assumptions are being made about ZoS’s intent and whatnot. Will they even read this thread?

    It’s a little presumptuous to think any suggestions will be put in game.
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    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
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  • twing1_
    twing1_
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    Iskiab wrote: »
    We’ll see what they decide to do. A lot of assumptions are being made about ZoS’s intent and whatnot. Will they even read this thread?

    It’s a little presumptuous to think any suggestions will be put in game.

    I apologize, I didnt mean to come off as presumptuous. Neither was I implying that these changes would make it to live. I was strictly speaking hypothetically, if these changes were adopted.
  • kaithuzar
    kaithuzar
    ✭✭✭✭✭
    twing1_ wrote: »
    kaithuzar wrote: »
    @twing1_

    I quoted your statements rather than hitting reply.

    "1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability"

    My response:
    No mention of dodge roll? The mitigation provided by dodge roll (often through skill, or spam-ability), combined with the mitigation from cloak (also through the aforementioned), is in my opinion the biggest defensive combination for fight against. Nice vigor/rally ticks are just icing on the cake.


    "2. Offensive power is not distributed equally between the offensive abilities of the NB classOffensive power is not distributed equally between the offensive abilities of the NB class"

    My response:
    While true, the issue is that Grim Focus/Merciless resolve has become an almost useless skill due to the ease of blocking/evading/absorbing/reflecting the attack. So, if you're excluding that specific skill I think there is OK balance amongst the rest of the skills, yet imbalanced in comparison to how effective they are when compared to other classes.


    "1. Veiled Strike and Blur should swap places in their respective skill trees."

    My response:
    I agree, however, I don't think it'll make that much of a difference due to cloak keeping the up-time for ward & resolve passives. Maybe, because stamina users occasionally run with small magicka pools, it will increase balance slightly, but I think most stamina users will just run shackle or amberplasm same as magicka users.


    Everything else, I either agree with or am indifferent towards.

    I left dodge roll out because that's technically available to all classes, and all builds. I emphasized the free ward/resolve and rally/vigor because these are things only stamina nb take advantage of, and not magicka nb (because magicka nb don't use concealed weapon and don't use 2h and vigor). While I do agree that these are just icing on the cake so to speak, I was really just trying to emphasize the that stamina nb in particular have a greater access to survivability than mag nb.

    Some other examples of stacked abilities in the nb toolkit:
    -surprise attack (strong burst, major fracture, major ward/resolve)
    -incapacitating strike (strong burst, stun, defile, 20% damage increase. I get that it's an ultimate, but it's cost is so low it can be used in almost every encounter)

    These are the only two that stand out to me (after grim focus loses its berserk) that need nerfs. The rest are fairly in line, and my changes to other skills are only to reduce redundancy in the class toolkit.

    And yes, 100% uptime on major ward/resolve would still be attainable on a stamblade after these changes, but it would be harder to both sustain and maintain (as it would require a constant internal timer of needing to cloak/teleport/fear every 6 seconds, and doing so would put a massive strain on their magicka pools)

    I know you’ve only been a registered forum user since this February, and that you primarily play on PS4, but you should try reading the forums more.

    There are many people who play melee magblade, myself included, & we’ve posted multiple times in multiple nightblade threads that we ARE using concealed strike with a 2h sword for access to forward momentum.

    IF & I should say “regardless if” ZOS gives nightblade access to snare removal/immunity, light & heavy attacks should scale off of the higher stat; weapon OR spell damage.
    Edited by kaithuzar on April 8, 2019 10:56PM
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  • twing1_
    twing1_
    ✭✭✭✭
    kaithuzar wrote: »
    twing1_ wrote: »
    kaithuzar wrote: »
    @twing1_

    I quoted your statements rather than hitting reply.

    "1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability"

    My response:
    No mention of dodge roll? The mitigation provided by dodge roll (often through skill, or spam-ability), combined with the mitigation from cloak (also through the aforementioned), is in my opinion the biggest defensive combination for fight against. Nice vigor/rally ticks are just icing on the cake.


    "2. Offensive power is not distributed equally between the offensive abilities of the NB classOffensive power is not distributed equally between the offensive abilities of the NB class"

    My response:
    While true, the issue is that Grim Focus/Merciless resolve has become an almost useless skill due to the ease of blocking/evading/absorbing/reflecting the attack. So, if you're excluding that specific skill I think there is OK balance amongst the rest of the skills, yet imbalanced in comparison to how effective they are when compared to other classes.


    "1. Veiled Strike and Blur should swap places in their respective skill trees."

    My response:
    I agree, however, I don't think it'll make that much of a difference due to cloak keeping the up-time for ward & resolve passives. Maybe, because stamina users occasionally run with small magicka pools, it will increase balance slightly, but I think most stamina users will just run shackle or amberplasm same as magicka users.


    Everything else, I either agree with or am indifferent towards.

    I left dodge roll out because that's technically available to all classes, and all builds. I emphasized the free ward/resolve and rally/vigor because these are things only stamina nb take advantage of, and not magicka nb (because magicka nb don't use concealed weapon and don't use 2h and vigor). While I do agree that these are just icing on the cake so to speak, I was really just trying to emphasize the that stamina nb in particular have a greater access to survivability than mag nb.

    Some other examples of stacked abilities in the nb toolkit:
    -surprise attack (strong burst, major fracture, major ward/resolve)
    -incapacitating strike (strong burst, stun, defile, 20% damage increase. I get that it's an ultimate, but it's cost is so low it can be used in almost every encounter)

    These are the only two that stand out to me (after grim focus loses its berserk) that need nerfs. The rest are fairly in line, and my changes to other skills are only to reduce redundancy in the class toolkit.

    And yes, 100% uptime on major ward/resolve would still be attainable on a stamblade after these changes, but it would be harder to both sustain and maintain (as it would require a constant internal timer of needing to cloak/teleport/fear every 6 seconds, and doing so would put a massive strain on their magicka pools)

    I know you’ve only been a registered forum user since this February, and that you primarily play on PS4, but you should try reading the forums more.

    There are many people who play melee magblade, myself included, & we’ve posted multiple times in multiple nightblade threads that we ARE using concealed strike with a 2h sword for access to forward momentum.

    IF & I should say “regardless if” ZOS gives nightblade access to snare removal/immunity, light & heavy attacks should scale off of the higher stat; weapon OR spell damage.

    My apologies. I should have chosen my words better.

    What I should have said is this:

    Stamina nb typically have greater access to rally/vigor and the free ward/resolve because they are better optimized to take advantage of these. This is because weapon damage and max stam scales positively with 2h and vigor (while magicka and spell damage does not) and surprise attack is out performing concealed weapon and therefore more commonly slotted.

    In the future I will try to be more inclusive in my speech.
  • Iskiab
    Iskiab
    ✭✭✭✭✭
    ✭✭✭
    twing1_ wrote: »
    kaithuzar wrote: »
    twing1_ wrote: »
    kaithuzar wrote: »
    @twing1_

    I quoted your statements rather than hitting reply.

    "1. Stamina NB has too much survivability. Given the high damage capacity of the nightblade class, stamina NB's access to the burst heal from rally, the healing ticks of vigor, and the free 100% uptime on major ward/resolve (in the form of dark veil synergizing with their class spammable, surprise attack) is too much easy survivability"

    My response:
    No mention of dodge roll? The mitigation provided by dodge roll (often through skill, or spam-ability), combined with the mitigation from cloak (also through the aforementioned), is in my opinion the biggest defensive combination for fight against. Nice vigor/rally ticks are just icing on the cake.


    "2. Offensive power is not distributed equally between the offensive abilities of the NB classOffensive power is not distributed equally between the offensive abilities of the NB class"

    My response:
    While true, the issue is that Grim Focus/Merciless resolve has become an almost useless skill due to the ease of blocking/evading/absorbing/reflecting the attack. So, if you're excluding that specific skill I think there is OK balance amongst the rest of the skills, yet imbalanced in comparison to how effective they are when compared to other classes.


    "1. Veiled Strike and Blur should swap places in their respective skill trees."

    My response:
    I agree, however, I don't think it'll make that much of a difference due to cloak keeping the up-time for ward & resolve passives. Maybe, because stamina users occasionally run with small magicka pools, it will increase balance slightly, but I think most stamina users will just run shackle or amberplasm same as magicka users.


    Everything else, I either agree with or am indifferent towards.

    I left dodge roll out because that's technically available to all classes, and all builds. I emphasized the free ward/resolve and rally/vigor because these are things only stamina nb take advantage of, and not magicka nb (because magicka nb don't use concealed weapon and don't use 2h and vigor). While I do agree that these are just icing on the cake so to speak, I was really just trying to emphasize the that stamina nb in particular have a greater access to survivability than mag nb.

    Some other examples of stacked abilities in the nb toolkit:
    -surprise attack (strong burst, major fracture, major ward/resolve)
    -incapacitating strike (strong burst, stun, defile, 20% damage increase. I get that it's an ultimate, but it's cost is so low it can be used in almost every encounter)

    These are the only two that stand out to me (after grim focus loses its berserk) that need nerfs. The rest are fairly in line, and my changes to other skills are only to reduce redundancy in the class toolkit.

    And yes, 100% uptime on major ward/resolve would still be attainable on a stamblade after these changes, but it would be harder to both sustain and maintain (as it would require a constant internal timer of needing to cloak/teleport/fear every 6 seconds, and doing so would put a massive strain on their magicka pools)

    I know you’ve only been a registered forum user since this February, and that you primarily play on PS4, but you should try reading the forums more.

    There are many people who play melee magblade, myself included, & we’ve posted multiple times in multiple nightblade threads that we ARE using concealed strike with a 2h sword for access to forward momentum.

    IF & I should say “regardless if” ZOS gives nightblade access to snare removal/immunity, light & heavy attacks should scale off of the higher stat; weapon OR spell damage.

    My apologies. I should have chosen my words better.

    What I should have said is this:

    Stamina nb typically have greater access to rally/vigor and the free ward/resolve because they are better optimized to take advantage of these. This is because weapon damage and max stam scales positively with 2h and vigor (while magicka and spell damage does not) and surprise attack is out performing concealed weapon and therefore more commonly slotted.

    In the future I will try to be more inclusive in my speech.

    There’s no need to apologize. I do love the idea of soul harvest increasing your weapon damage to your spell damage as a passive for slotting it.
    Edited by Iskiab on April 8, 2019 11:50PM
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  • Fiktius
    Fiktius
    ✭✭✭✭
    Iskiab wrote: »
    We’ll see what they decide to do. A lot of assumptions are being made about ZoS’s intent and whatnot. Will they even read this thread?

    It’s a little presumptuous to think any suggestions will be put in game.

    I truly hope they do check this thread out.
    Even if they will not copy paste ideas here directly, it's the inspiration which matters. They may implement changes the way they see to be more fitting, but at the end that's all that matters: hearing us out.

    And what comes with these suggestions, I must say I like that idea of "Aura of Darkness."
    Earlier I was thinking that designing Double-Take to function as a damage shield would've been logical, but that would've left mag NBs in tricky situation where they would've had to choose between minor resolve/minor ward (Mirage) versus actual damage shield (Re-designed Double Take). However if path would be re-designed instead, that problem would be solved and NBs could get minor ward and actual damage shield out of different class skills.
    Best part of this shield is that if we get working damage shield as a class skill for magicka Nightblades, many of us could throw healing ward out of window and finally get out of that pigeonhole which is forcing to use restoration staff.
    This change alone would give mag NBs freedom to use other weapons they would prefer more. :)
    I'm speaking purely from perspective of solo mag NB PvP player. I'm not expert what comes with PvE, so I won't comment effects which these suggested changes may have towards PvE crowd.
  • Rex-Umbra
    Rex-Umbra
    ✭✭✭✭✭
    ✭✭
    Magblade and especially mag nb tank feels useless compared to all other classes especially dk.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
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