Class does need a rework but from a pvp perspective people need to realize NBs are a counter to glass canon ranged specs.
Most complaints stem from glass canon ranged players getting hard countered. Right now what we have is NBs being overnerfed and a huge amount of ranged burst specs trying to dot and run around trees. The nerf requests for cloak are actually buff requests by noobs playing noob specs.
They’ve nerfed NBs and buffed dots. The results weren’t pretty, most people hate this meta.
PvP is like an ecosystem of players countering each other. The problem right now is an imbalance of playstyles where some are just better than others, and the game is moving to imbalance it more.
I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Major ward is approximately 8% of your resistances. Assuming my suggested changes to dark vigor went through as well, you'd be exchanging 6 seconds of an 8% resistance buff for a 28 second X% resistance buff. Even if that resistance buff was only 4% (and I really don't think it should be higher than that) that's a massive buff imo since it ignores the armor cap and last 22 seconds longer. Honestly, I'd prefer it was a damage increase instead of a resistance increase, but I tried to keep the theme of dark vigor.
That being said, nightblades having a hard time accessing resistances should be a class weakness. If classes have actual weaknesses, we can justify making them stronger in what they're good at.
Royalthought wrote: »Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Major ward is approximately 8% of your resistances. Assuming my suggested changes to dark vigor went through as well, you'd be exchanging 6 seconds of an 8% resistance buff for a 28 second X% resistance buff. Even if that resistance buff was only 4% (and I really don't think it should be higher than that) that's a massive buff imo since it ignores the armor cap and last 22 seconds longer. Honestly, I'd prefer it was a damage increase instead of a resistance increase, but I tried to keep the theme of dark vigor.
That being said, nightblades having a hard time accessing resistances should be a class weakness. If classes have actual weaknesses, we can justify making them stronger in what they're good at.
Nightblades have plenty of weaknesses. They lack strengths.
They aren’t the best at anything combat wise. Viewing the buffs other classes have gotten were without drawbacks. It’s interesting hearing different viewpoints for improvements. That’s a good thing. But I’d be careful giving a class that currently excels at nothing more disadvantages.
I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideas in terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
Daddysadface wrote: »Cry Louder! Zos still has a smile saying, We only gave you exactly what the community asked for..
Now when the question "Hey do we want a NB for the last DPS" the only response is a baby crying in the background while the women on discord cringe with a feeling of violation. Then the response comes... "Sorry Filled=\ And so the Mblade looks at his monkey, and he kicks him, he freaken kicks him as hard as he can across Grahtwood. He then puts his head down, a tear swells in his eyes, he inputs the magical letters to meditate on what just happened /kneelpray. With people in joy and laughter all around him, alone he is silent, he has given up. His gold bloodthirsty jewls mean nothing now, his staff only a weight on his back, his cloth armor, beautiful and perfected. In this moment he decides to end it all. He holds alt, this is the first step in the magical silence prayer, and with his heart pulsing, tears now falling onto his lap, his mind is finally silent, the only thought is regret. And with the one thought still screaming regret, regret, regret, he pushes the saddest finger on F4. The air has left his body, sound is now fading into the distance, darkness takes over the light, his eyes close with the last tears still glistening on his cheeks. It is over. He is defeated, not by sword, nor bow, but by sadness, by his earnests attempts at being the best, he has found himself abandoned in darkness only to be remembered on the Toon select screen under a sorc and necro and a level 4 inventory toon.
This is the current "power fantasy" of playing a Night Blade. An Abandoned class, by player and developer as they keep clawing out his skills, tearing his abilities to pieces. R.I.P Assassin, you weren't hated because your were bad, only because you outclassed everyone else and beat them at their own game.
May you live forever in our memories, you will be missed by those that loved you, and most of all, by those who were skilled enough to make you the best class in game in both pvp and pve. May the shadows give you comfort as your eternal resting place. Let us have a moment of silence for our fallen brothers and sisters as we remember their slot in our next vTrial.
Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Royalthought wrote: »Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Major ward is approximately 8% of your resistances. Assuming my suggested changes to dark vigor went through as well, you'd be exchanging 6 seconds of an 8% resistance buff for a 28 second X% resistance buff. Even if that resistance buff was only 4% (and I really don't think it should be higher than that) that's a massive buff imo since it ignores the armor cap and last 22 seconds longer. Honestly, I'd prefer it was a damage increase instead of a resistance increase, but I tried to keep the theme of dark vigor.
That being said, nightblades having a hard time accessing resistances should be a class weakness. If classes have actual weaknesses, we can justify making them stronger in what they're good at.
Nightblades have plenty of weaknesses. They lack strengths.
They aren’t the best at anything combat wise. Viewing the buffs other classes have gotten were without drawbacks. It’s interesting hearing different viewpoints for improvements. That’s a good thing. But I’d be careful giving a class that currently excels at nothing more disadvantages.
Royalthought wrote: »Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Major ward is approximately 8% of your resistances. Assuming my suggested changes to dark vigor went through as well, you'd be exchanging 6 seconds of an 8% resistance buff for a 28 second X% resistance buff. Even if that resistance buff was only 4% (and I really don't think it should be higher than that) that's a massive buff imo since it ignores the armor cap and last 22 seconds longer. Honestly, I'd prefer it was a damage increase instead of a resistance increase, but I tried to keep the theme of dark vigor.
That being said, nightblades having a hard time accessing resistances should be a class weakness. If classes have actual weaknesses, we can justify making them stronger in what they're good at.
Nightblades have plenty of weaknesses. They lack strengths.
They aren’t the best at anything combat wise. Viewing the buffs other classes have gotten were without drawbacks. It’s interesting hearing different viewpoints for improvements. That’s a good thing. But I’d be careful giving a class that currently excels at nothing more disadvantages.
Well there are some small advantages for being a NB:
1. Highest possible mitigation in game
2. Damage boost from cloak
One was good but if it isn’t backed up by self healing then it has limited benefit outside pve tanks. As a pvp healer it used to be enough but burst is up so the class doesn’t have enough mitigation and self healing to capitalize on the advantage
Two is the reason I think NB abilities are underwhelming. I have a hunch the devs looked at NB burst/damage and intentionally keep it down to stop ganking being able to global people. Whenever there’s anything close to a NB buff on PTS old snipe cloak videos are always linked for example. If the class is being balanced around that burst it’d be best to get rid of that passive entirely.
Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Major ward is approximately 8% of your resistances. Assuming my suggested changes to dark vigor went through as well, you'd be exchanging 6 seconds of an 8% resistance buff for a 28 second X% resistance buff. Even if that resistance buff was only 4% (and I really don't think it should be higher than that) that's a massive buff imo since it ignores the armor cap and last 22 seconds longer. Honestly, I'd prefer it was a damage increase instead of a resistance increase, but I tried to keep the theme of dark vigor.
That being said, nightblades having a hard time accessing resistances should be a class weakness. If classes have actual weaknesses, we can justify making them stronger in what they're good at.
Nightblades have plenty of weaknesses. They lack strengths.
They aren’t the best at anything combat wise. Viewing the buffs other classes have gotten were without drawbacks. It’s interesting hearing different viewpoints for improvements. That’s a good thing. But I’d be careful giving a class that currently excels at nothing more disadvantages.
Well there are some small advantages for being a NB:
1. Highest possible mitigation in game
2. Damage boost from cloak
One was good but if it isn’t backed up by self healing then it has limited benefit outside pve tanks. As a pvp healer it used to be enough but burst is up so the class doesn’t have enough mitigation and self healing to capitalize on the advantage
Two is the reason I think NB abilities are underwhelming. I have a hunch the devs looked at NB burst/damage and intentionally keep it down to stop ganking being able to global people. Whenever there’s anything close to a NB buff on PTS old snipe cloak videos are always linked for example. If the class is being balanced around that burst it’d be best to get rid of that passive entirely.
In terms of highest mitigation in the game, what are you basing that claim on? I ask because I personally have some interesting mitigation setups in other classes is like to compare that to.
In terms of holding a class back due to ganking than we already know it's a failed approach. Ganking isn't a nightblade thing. All classes can do it.
Royalthought wrote: »Royalthought wrote: »Royalthought wrote: »I agree that dark vigor should be changed to a flat health increase if they insist on keeping it a generic defense focused passive . That being said, I'd much prefer they change the passive to something more unique. Something like "enemies effected by a shadow ability have their damage taken increased by X%. Allies effected by a shadow ability have their damage taken reduced by X%". The stat affected doesn't have to be damage taken. Could be a health modifier, weapon/spell damage modifier, speed modifier, etc...Just something that requires interaction with the shadow class line without necessitating the skills needing to be slotted on both bars. This passive would also allow the nightblade to bring extra utility to groups.
One additional sidebar to the above, I would also like reapers mark and blur to be moved to the shadow line, while surprise attack and shades are moved to the assassination line. I think this should be done regardless, since the current placement of SA and Blur does not make sense thematically in my opinion. Theme aside, nightblades would gain more out of their passives with those skills switched if my suggested change from earlier went through.
Dark cloak changes I disagree with. Not because they're bad. If we're being honest, they're great ideasin terms of satisfying all play styles. That being said, I am a class identity shill who hates the current concept of dark cloak to begin with. Why people want to tank with the assassin class that avoids damage through mobility, deception, and debuffs is beyond me. Why the assassin class that avoids damage through mobility, deception, and debuffs needs minor protection and a hot based off of max health is also beyond me. I'd much prefer if dark cloak was a stealth morph that took the concealed weapon passive. You would then choose between speed or extra damage for your stealth morph. Then give concealed weapon a different, damage focused passive. I mean you could literally just give concealed the spell resist version of the debuff SA attack already has.
I have nothing to add to your cripple or Path suggestions. I think they would be great changes.
I understand the reasoning behind wanting to switch blur and veiled strike. However if done the passive Shadow barrier becomes a bigger disadvantage to the class.
One of the reasons nightblades are often easier to kill is because their limited access to major resistance is shadow barrier and it’s 6 seconds at base. Lowest uptime in game. They have to “spam” a shadow skill on its cool down.
Switching out the cheapest shadow skill would result in major ward/resolve costing nightblades 3500-4000 magic every 6 or so seconds to maintain. Meanwhile every other class has a skill that grants it for 20 seconds plus other benefits. The myth is that nb have free resistance. Lowest uptime is the reality.
Major ward is approximately 8% of your resistances. Assuming my suggested changes to dark vigor went through as well, you'd be exchanging 6 seconds of an 8% resistance buff for a 28 second X% resistance buff. Even if that resistance buff was only 4% (and I really don't think it should be higher than that) that's a massive buff imo since it ignores the armor cap and last 22 seconds longer. Honestly, I'd prefer it was a damage increase instead of a resistance increase, but I tried to keep the theme of dark vigor.
That being said, nightblades having a hard time accessing resistances should be a class weakness. If classes have actual weaknesses, we can justify making them stronger in what they're good at.
Nightblades have plenty of weaknesses. They lack strengths.
They aren’t the best at anything combat wise. Viewing the buffs other classes have gotten were without drawbacks. It’s interesting hearing different viewpoints for improvements. That’s a good thing. But I’d be careful giving a class that currently excels at nothing more disadvantages.
Well there are some small advantages for being a NB:
1. Highest possible mitigation in game
2. Damage boost from cloak
One was good but if it isn’t backed up by self healing then it has limited benefit outside pve tanks. As a pvp healer it used to be enough but burst is up so the class doesn’t have enough mitigation and self healing to capitalize on the advantage
Two is the reason I think NB abilities are underwhelming. I have a hunch the devs looked at NB burst/damage and intentionally keep it down to stop ganking being able to global people. Whenever there’s anything close to a NB buff on PTS old snipe cloak videos are always linked for example. If the class is being balanced around that burst it’d be best to get rid of that passive entirely.
In terms of highest mitigation in the game, what are you basing that claim on? I ask because I personally have some interesting mitigation setups in other classes is like to compare that to.
In terms of holding a class back due to ganking than we already know it's a failed approach. Ganking isn't a nightblade thing. All classes can do it.
Minor and major protection is available to everyone, though it’s easier for some classes than others.
The merciless mitigation is a unique potential 10% damage reduction no one else can get.
Other classes might have mitigation passives or whatnot, but with onslaught it’s not a big difference. I think the only class that can compete are DKs and other classes with added block mitigation, but that’s only while blocking.
Deathlord92 wrote: »Agreed though you forgot about concealed weapon some players do prefer melee magblade and I want concealed weapon buff major breach or heal on contact like swallow soul etc.
Deathlord92 wrote: »Agreed though you forgot about concealed weapon some players do prefer melee magblade and I want concealed weapon buff major breach or heal on contact like swallow soul etc.
Agreed. That’s the weird part about melee magblades that I’ve always had difficulty with. You actually have access to less healing that the ranged playstyle, but require more. Sap isn’t strong enough to help melee survivability without requiring outside healing.
This won't be popular; but here it is. I would like NB to have a different approach to crowd-control (a/k/a disabling opponents) that counters and disables an opponent's sustain.
Replace Transfer passive with Soul Drain,
Damaging a target with a class ability causes the target to gain a "drain effect" and increases the alchemical poison effects by +10/20%. The "drain effect' reduces the opponents stamina/health/magic recovery by 10/20% for 4 seconds.
The reproach disables opponents by damaging their capacity to sustain. In consideration, resource poisons that increase stamina/magic skill cost by +10%; the passive change would have a slight increase to +11/12% to skill costs. Nothing too overbearing but also compliments the "drain effect," to disable opponent's offense capacity i.e. reducing their sustain.
Anyhoo... I'ma voicing and tossing this suggestion into the box.
Also, I like to see the Strife (Funnel Health/Swallow Soul morphs) restore health based on damage inflicted versus the current heal over time effect. At least then the spammable skill offers a healing type effect that doesn't get overwritten.
I agree with you. However somebody at zos must be a god at nbs because they seem to think its over performing while templars are under performing and getting crit on potl. Good thing nbs get mowed down before polt goes off by jabs and we wont have to worry about that.
Point is i doubt anything will change for a while.
Zos stay trashy.
BOOM BABY
RavenSworn wrote: »I agree with you. However somebody at zos must be a god at nbs because they seem to think its over performing while templars are under performing and getting crit on potl. Good thing nbs get mowed down before polt goes off by jabs and we wont have to worry about that.
Point is i doubt anything will change for a while.
Zos stay trashy.
BOOM BABY
It's not that the devs think NBs are good, it's that the player base complains so much about Nbs. Zos is just following the crowd right now just like how they changed siphoning attacks in the first place or how they keep changing incap as well. Or how players complained about cloak when it has the single most number of hard counters.
As Nb and DK main, ill say you are funny. i agree on some skills, blaming pvp (though it caused soem nerfs, true true) while magblades most of skills nerfed just because pve, is dumb. (healing, sapping etc)
And you cant compare everything on a vaccuum. That necro passive you just give example from. The class' most passives are just trash and you compare one of the good passives to ours?